2009
DOI: 10.1016/j.jneumeth.2009.07.022
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Intercepting real and simulated falling objects: What is the difference?

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Cited by 7 publications
(5 citation statements)
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“…Although the participants overestimated the theoretical lean angles, these overestimations decreased with the increase in the theoretical lean angle. Such overestimations are consistent with studies comparing other real and virtual environment such as ball catching (e.g., Baurès et al, 2009) or distance perception (e.g., Plumert et al, 2005), presumably suggesting that motorcycle simulations may require amplifying the subjective experience of the curves.…”
Section: Discussionsupporting
confidence: 86%
“…Although the participants overestimated the theoretical lean angles, these overestimations decreased with the increase in the theoretical lean angle. Such overestimations are consistent with studies comparing other real and virtual environment such as ball catching (e.g., Baurès et al, 2009) or distance perception (e.g., Plumert et al, 2005), presumably suggesting that motorcycle simulations may require amplifying the subjective experience of the curves.…”
Section: Discussionsupporting
confidence: 86%
“…Second, in the moving target interception task, participants must capture a fast-moving object through a hand or another end-effector. Intercepting a moving target requires gross spatial movement of an end-effector (hand or foot) [4,9], which is outside the scope of temporal pointing. Also, interception is a very general idea that subsumes many instances [37]: pursuit, head-on, receding, and perpendicular.…”
Section: Studies Of Temporal Tasksmentioning
confidence: 99%
“…The stimulus is simply an impulse signal [12,27,31]. Some have studied stimuli with long durations, rather than impulse, but did not report or model users' error rate [4,27,38,40].…”
Section: Studies Of Temporal Tasksmentioning
confidence: 99%
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“…However, the control of steering was seen to be more difficult, as revealed by a larger number of lane departures and a change in the trade-off between guiding and look-ahead fixations. Although researchers' interest in VR systems to study human movement control is relatively well established (e.g., Baurès, Benguigui, Amorim, & Hecht, 2009;Lepecq, Bringoux, Pergandi, Coyle, & Mestre, 2009;Zaal & Bootsma, 2011), our results confirm previous findings that show the influence of immersive and interactive characteristics of VR systems on how humans behave or perform (e.g., Lobjois et al, 2016b;Morice et al, 2008). Although a number of studies have paid attention to simulator characteristics to improve physical fidelity (e.g., Chatziastros, Wallis, & Bülthoff, 1999;Grechkin et al, 2014;Jamson & Jamson, 2010;Klüver, Herrigel, Heinrich, Schöner, & Hecht, 2016), it is acknowledged that behavioral validity is more important than physical validity (Klüver et al, 2016;Pinto et al, 2008).…”
Section: Discussionmentioning
confidence: 99%