Centre for Vision Research, York University, Toronto, Canada.
Justus Liebig University Giessen, Giessen, Germany.
PLoS One. 2024 Sep 25;19(9):e0305661. doi: 10.1371/journal.pone.0305661. eCollection 2024.
Although estimating travel distance is essential to our ability to move through the world, our distance estimates can be inaccurate. These odometric errors occur because people tend to perceive that they have moved further than they had. Many of the studies investigating the perception of travel distance have primarily used forward translational movements, and postulate that perceived travel distance results from integration over distance and is independent of travel speed. Speed effects would imply integration over time as well as space. To examine travel distance perception with different directions and speeds, we used virtual reality (VR) to elicit visually induced self-motion. Participants (n = 15) were physically stationary while being visually "moved" through a virtual corridor, either judging distances by stopping at a previously seen target (Move-To-Target Task) or adjusting a target to the previous movement made (Adjust-Target Task). We measured participants' perceived travel distance over a range of speeds (1-5 m/s) and distances in four directions (up, down, forward, backward). We show that the simulated speed and direction of motion differentially affect the gain (perceived travel distance / actual travel distance). For the Adjust-Target task, forwards motion was associated with smaller gains than either backward, up, or down motion. For the Move-To-Target task, backward motion was associated with smaller gains than either forward, up or down motion. For both tasks, motion at the slower speed was associated with higher gains than the faster speeds. These results show that transforming visual motion into travel distance differs depending on the speed and direction of optic flow being perceived. We also found that a common model used to study the perception of travel distance was a better fit for the forward direction compared to the others. This implies that the model should be modified for these different non-forward motion directions.
虽然估计旅行距离对于我们在世界上的移动能力至关重要,但我们的距离估计可能并不准确。这些里程计误差是因为人们往往认为自己移动的距离比实际移动的距离更远。许多研究旅行距离感知的研究主要使用了向前平移运动,并假设感知的旅行距离是通过距离积分得出的,与旅行速度无关。速度效应意味着时间和空间的积分。为了用不同的方向和速度来研究旅行距离感知,我们使用虚拟现实(VR)来引起视觉诱导的自我运动。参与者(n = 15)在物理上静止不动,同时通过虚拟走廊被视觉“移动”,通过在先前看到的目标处停止(移动到目标任务)或调整目标以适应先前的运动(调整目标任务)来判断距离。我们在四个方向(向上、向下、向前、向后)和多个速度(1-5 m/s)范围内测量了参与者的感知旅行距离。我们发现模拟运动的速度和方向会对增益(感知的旅行距离/实际旅行距离)产生不同的影响。对于调整目标任务,向前运动的增益小于向后、向上或向下运动。对于移动到目标任务,向后运动的增益小于向前、向上或向下运动。对于两个任务,较慢的速度的运动与较高的增益相关,而较快的速度的运动与较低的增益相关。这些结果表明,将视觉运动转化为旅行距离取决于所感知的光流的速度和方向。我们还发现,用于研究旅行距离感知的常用模型在正向方向上比其他方向更适合。这意味着对于这些不同的非正向运动方向,应该对模型进行修改。