Orthographic and perspective projection influences linear vection in large screen virtual environments

Laura C. Trutoiu, Silvia-Dana Marin, B. Mohler, C. Fennema
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引用次数: 3

Abstract

Vection is defined as the visually induced illusion of self motion [Fischer and Kornmüller 1930]. Previous research has suggested that linear vection (the illusion of self-translation) is harder to achieve than circular vection (the illusion of self-rotation) in both laboratory settings (typically using 2D stimuli such as black and white stripes) [Rieser 2006] and virtual environment setups [Schulte-Pelkum 2007; Mohler et al. 2005]. In real a life situation when experiencing circular vection all objects rotate around the observer with the same angular velocity. For linear motion, however, the change in the oberver position results in a change in the observed position of closer objects with respect to farther away objects or the background. This phenomenon, motion parallax, provides pictorial depth cues as closer objects appear to be moving faster compared to more distant objects.
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在大屏幕虚拟环境中,正射影和透视投影影响线性向量
向量被定义为视觉诱导的自我运动幻觉[Fischer and kornm ller 1930]。先前的研究表明,在实验室设置(通常使用二维刺激,如黑白条纹)[Rieser 2006]和虚拟环境设置[Schulte-Pelkum 2007;Mohler et al. 2005]。在现实生活中,当经历圆矢量时,所有物体都以相同的角速度围绕观察者旋转。然而,对于直线运动,观测者位置的变化导致较近物体相对于较远物体或背景的观察位置发生变化。这种现象,运动视差,提供了图像深度线索,因为较近的物体看起来比较远的物体移动得更快。
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