研究刺激的现实意义对自我运动错觉的影响

Moyou Jiang, Xuanru Guo, Takeharu Seno, Gerard B. Remijn, Shinji Nakamura
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摘要

幻觉指的是主要由视觉刺激物的运动所诱发的虚幻的自我运动感知。这种现象涉及自我运动幻觉中的临场感和沉浸感,尤其是在虚拟现实中。在本研究中,我们通过使用可以自行移动的物体动画,研究了刺激物的现实意义如何对妄动产生影响。在两个心理物理实验中,我们首先使用了车轮转动或不转动的动画汽车作为视觉诱导物,这些汽车有不同的运动方向和姿态;然后,我们在视觉刺激中加入了道路景物,这些景物有的在运动(与汽车同方向或反方向),有的静止不动。实验 1 的结果表明,在汽车向前和向后运动的情况下,视线牵引比汽车向上和向后运动的情况下更强。实验 2 的结果表明,静止的道路景物条件下的牵引力最弱,而汽车车轮的转动可以促进牵引力。这表明,刺激含义越自然,牵引力就越强。通过改变刺激物的自然度来进一步增强临场感和沉浸感,从而增强牵引体验,是一种可行且有效的应用前景。因此,视觉诱导物的感知自然度和假定静态性是虚拟世界中视觉自我运动感知和临场感的两个重要认知因素。
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Examination of the Effect of the Real-life Meaning of the Stimulus on Self Motion Illusion
Vection refers to illusory self-motion perception mainly induced by the motion of a visual stimulus. This phenomenon concerns presence and immersion in the illusion of self-motion, especially in virtual reality. In the present study, we investigated how the real-life meaning of stimuli contributes to vection by using animations of objects that can move by themselves. In two psychophysical experiments, we first employed animated cars presented with or without wheel rotation as the visual inducer, which had various motion directions and postures; then we added the road scenery, which was either moving (in the same or opposite direction to the cars) or still, as a contextual background in the visual stimulus. The results of Experiment 1 showed that in conditions with forward- and backward-moving cars, vection was stronger than in conditions with upward-moving and inverted cars. The results of Experiment 2 showed that vection was weakest in the still road scenery condition and that the cars' wheel rotation could facilitate vection. This suggests that the more natural the stimulus meanings were, the stronger the vection was. It is a feasible and effective application prospect to enhance the vection experience by changing the naturalness of the stimulus to further increase the sense of presence and immersion. Therefore, the perceived naturalness and the assumed staticity of the visual inducer are two important cognitive factors in visual selfmotion perception and presence in the virtual world.
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