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dc.contributor.authorBülthoff, Heinrich H.de
dc.contributor.authorRiecke, Bernhard E.en
dc.contributor.authorSchulte-Pelkum, J.en
dc.contributor.authorAvraamides, Marios N.en
dc.contributor.authorVon, Der Heydeen
dc.coverage.spatialUSen
dc.creatorBülthoff, Heinrich H.de
dc.creatorRiecke, Bernhard E.en
dc.creatorSchulte-Pelkum, J.en
dc.creatorAvraamides, Marios N.en
dc.creatorVon, Der Heydeen
dc.date.accessioned2017-07-27T10:22:15Z
dc.date.available7
dc.date.available2017-07-27T10:22:15Z
dc.date.issued2006
dc.identifier.issn1544-3558
dc.identifier.issn1544-3965
dc.identifier.urihttps://gnosis.library.ucy.ac.cy/handle/7/37620
dc.description.abstractResearch on self-motion perception and simulation has traditionally focused on the contribution of physical stimulus properties ('bottom-up factors') using abstract stimuli. Here, we demonstrate that cognitive ('top-down') mechanisms like ecological relevance and presence evoked by a virtual environment can also enhance visually induced self-motion illusions (vection). In two experiments, naive observers were asked to rate presence and the onset, intensity, and convincingness of circular vection induced by different rotating visual stimuli presented on a curved projection screen (FOV: 54° × 45°). Globally consistent stimuli depicting a natural 3D scene proved more effective in inducing vection and presence than inconsistent (scrambled) or unnatural (upside-down) stimuli with similar physical stimulus properties. Correlation analyses suggest a direct relationship between spatial presence and vection. We propose that the coherent pictorial depth cues and the spatial reference frame evoked by the naturalistic environment increased the believability of the visual stimulus, such that it was more easily accepted as a stable 'scene' with respect to which visual motion is more likely to be judged as self-motion than object motion. This work extends our understanding of mechanisms underlying self-motion perception and might thus help to improve the effectiveness and believability of virtual reality applications. (PsycINFO Database Record (c) 2017 APA, all rights reserved)en
dc.publisherACM - Association for Computing Machineryen
dc.sourceACM Transactions on Applied Perceptionen
dc.subject2006
dc.subjectSelf-motion perceptionen
dc.subjectPsychophysicsen
dc.subjectSpatial orientationen
dc.subjectVectionen
dc.subjectVirtual realityen
dc.subjectMotion perceptionen
dc.subjectSpatial orientation (perception)en
dc.titleCognitive factors can influence self-motion perception (vection) in virtual realityen
dc.typeinfo:eu-repo/semantics/article
dc.identifier.doi10.1145/1166087.1166091
dc.description.volume3
dc.description.issue3
dc.description.startingpage194
dc.description.endingpage216
dc.author.facultyΣχολή Κοινωνικών Επιστημών και Επιστημών Αγωγής / Faculty of Social Sciences and Education
dc.author.departmentΤμήμα Ψυχολογίας / Department of Psychology
dc.type.uhtypeArticleen
dc.description.notesID: 2007-11514-004; Accession Number: 2007-11514-004. Partial author list: First Author & Affiliation: Riecke, Bernhard E.; Max Planck Institute for Biological Cybernetics, Tubingen, Germany. Release Date: 20071126. Correction Date: 20170323. Publication Type: Journal (0100), Peer Reviewed Journal (0110). Format Covered: Print. Document Type: Journal Article. Language: English. Major Descriptor: Motion Perception; Spatial Orientation (Perception); Virtual Reality. Minor Descriptor: Psychophysics. Classification: Sensory Perception (2320). Population: Human (10); Male (30); Female (40). Age Group: Adolescence (13-17 yrs) (200); Adulthood (18 yrs & older) (300); Young Adulthood (18-29 yrs) (320); Thirties (30-39 yrs) (340). Methodology: Empirical Study; Quantitative Study. Supplemental Data: Web Sites Internet. References Available: Y. Page Count: 23. Issue Publication Date: Jul, 2006.; UR:en
dc.source.abbreviationACM Trans Appl Percepten
dc.contributor.orcidAvraamides, Marios N. [0000-0002-0049-8553]
dc.gnosis.orcid0000-0002-0049-8553


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