This study investigated the role of vection (i.e., a visually induced sense of self-motion), optokinetic nystagmus (OKN), and inadvertent head movements in visually induced motion sickness (VIMS), evoked by yaw rotation of the visual surround. These three elements have all been proposed as contributing factors in VIMS, as they can be linked to different motion sickness theories. However, a full understanding of the role of each factor is still lacking because independent manipulation has proven difficult in the past. We adopted an integrative approach to the problem by obtaining measures of potentially relevant parameters in four experimental conditions and subsequently combining them in a linear mixed regression model. To that end, participants were exposed to visual yaw rotation in four separate sessions. Using a full factorial design, the OKN was manipulated by a fixation target (present/absent), and vection strength by introducing a conflict in the motion direction of the central and peripheral field of view (present/absent). In all conditions, head movements were minimized as much as possible. Measured parameters included vection strength, vection variability, OKN slow phase velocity, OKN frequency, the number of inadvertent head movements, and inadvertent head tilt. Results show that VIMS increases with vection strength, but that this relation varies among participants (R2 = 0.48). Regression parameters for vection variability, head and eye movement parameters were not significant. These results may seem to be in line with the Sensory Conflict theory on motion sickness, but we argue that a more detailed definition of the exact nature of the conflict is required to fully appreciate the relationship between vection and VIMS.
Visual speed is believed to be underestimated at low contrast, which has been proposed as an explanation of excessive driving speed in fog. Combining psychophysics measurements and driving simulation, we confirm that speed is underestimated when contrast is reduced uniformly for all objects of the visual scene independently of their distance from the viewer. However, we show that when contrast is reduced more for distant objects, as is the case in real fog, visual speed is actually overestimated, prompting drivers to decelerate. Using an artificial anti-fog—that is, fog characterized by better visibility for distant than for close objects, we demonstrate for the first time that perceived speed depends on the spatial distribution of contrast over the visual scene rather than the global level of contrast per se. Our results cast new light on how reduced visibility conditions affect perceived speed, providing important insight into the human visual system.DOI: http://dx.doi.org/10.7554/eLife.00031.001
Advanced driving simulators aim at rendering the motion of a vehicle with maximum fidelity, which requires increased mechanical travel, size, and cost of the system. Motion cueing algorithms reduce the motion envelope by taking advantage of limitations in human motion perception, and the most commonly employed method is just to scale down the physical motion. However, little is known on the effects of motion scaling on motion perception and on actual driving performance. This paper presents the results of a European collaborative project, which explored different motion scale factors in a slalom driving task. Three state-of-the-art simulator systems were used, which were capable of generating displacements of several meters. The results of four comparable driving experiments, which were obtained with a total of 65 participants, indicate a preference for motion scale factors below 1, within a wide range of acceptable values (0.4-0.75). Very reduced or absent motion cues significantly degrade driving performance. Applications of this research are discussed for the design of motion systems and cueing algorithms for driving simulation.
While moving through the environment, humans use vision to discriminate different self-motion intensities and to control their actions (e.g. maintaining balance or controlling a vehicle). How the intensity of visual stimuli affects self-motion perception is an open, yet important, question. In this study, we investigate the human ability to discriminate perceived velocities of visually induced illusory self-motion (vection) around the vertical (yaw) axis. Stimuli, generated using a projection screen (70 × 90 deg field of view), consist of a natural virtual environment (360 deg panoramic colour picture of a forest) rotating at constant velocity. Participants control stimulus duration to allow for a complete vection illusion to occur in every single trial. In a two-interval forced-choice task, participants discriminate a reference motion from a comparison motion, adjusted after every presentation, by indicating which rotation feels stronger. Motion sensitivity is measured as the smallest perceivable change in stimulus intensity (differential threshold) for eight participants at five rotation velocities (5, 15, 30, 45 and 60 deg/s). Differential thresholds for circular vection increase with stimulus velocity, following a trend well described by a power law with an exponent of 0.64. The time necessary for complete vection to arise is slightly but significantly longer for the first stimulus presentation (average 11.56 s) than for the second (9.13 s) and does not depend on stimulus velocity. Results suggest that lower differential thresholds (higher sensitivity) are associated with smaller rotations, because they occur more frequently during everyday experience. Moreover, results also suggest that vection is facilitated by a recent exposure, possibly related to visual motion after-effect.
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