Sato Hirotaro, Morimoto Yuki, Remijn Gerard B, Seno Takeharu
Faculty of Design, Kyushu University, Fukuoka, Japan.
Iperception. 2020 Oct 15;11(5):2041669520958430. doi: 10.1177/2041669520958430. eCollection 2020 Sep-Oct.
To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object ("camera moving") or by moving the object and its surrounding environment toward the camera ("object moving"). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by "camera moving" or by "object moving," which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, "camera-moving" induces stronger vection.
在三维计算机图形(CG)中创建自我运动(动感)情境主要有两种方式:将摄像机移向物体(“摄像机移动”)或通过将物体及其周围环境移向摄像机(“物体移动”)。由于这两种方法在生成CG所涉及的计算机计算量上有很大差异,了解每种方法如何影响自我运动感知对于CG创作者和心理学家来说应该很重要。在这里,我们在一个虚拟的三维CG世界中模拟自我运动,没有立体视差,该世界正确地反映了光照和眩光。自我运动通过“摄像机移动”或“物体移动”来诱导,在本实验中,“物体移动”是通过将围绕摄像机的隧道移向摄像机来实现的。这产生了两个视网膜图像,在实验1中几乎相同,在实验2和实验3中非常相似。刺激在大型等离子显示屏上呈现给15名未经过训练的参与者,并诱发了显著的动感。比较两种方法之间动感强度的三个实验发现了微弱但显著的差异。结果表明,在创建CG视觉体验时,“摄像机移动”会诱发更强的动感。