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Designing the Non-linearity of Human Motion Perception for Dynamic Driving Simulators
Published in Gavriel Salvendy, Advances in Human Aspects of Road and Rail Transportation, 2012
Anca M. Stratulat, Vincent Roussarie, Jean-Louis Vercher, Christophe Bourdin
From perceptive point of view, these results suggest that, in the final perception of motion, the reliability of each sensory cue changes relative to the multisensory interaction and context. This may be explained by optimal cue integration theory, which represents a weighted linear combination of perceptual estimates from the individual cues (Angelaki, Gu and DeAngelis, 2009) or Bayesian framework. This theory is considered to be particularly well-suited for the interaction of vestibular cues with other sensory information and especially for self-motion perception. The Bayesian approach states that the contribution of each sensory cue carries a certain weight, representing a probability density function conditioned by “a priori” information (Zupan, Merfeld and Darlot, 2002). In our case, the prior information may be represented by the context (acceleration/deceleration, fixed/free head). The perception of linear accelerations, positive or negative, seems to be based on the integration of different sensory cues: mainly vestibular, but also proprioceptive and visual, even if they were not always present in our experiments. The weight of each sensory cue is based on its reliability, which changes from one experiment to another, depending on the prior information.
Identifying Causes of and Solutions for Cybersickness in Immersive Technology: Reformulation of a Research and Development Agenda
Published in International Journal of Human–Computer Interaction, 2020
Kay Stanney, Ben D. Lawson, Bas Rokers, Mark Dennison, Cali Fidopiastis, Thomas Stoffregen, Séamas Weech, Jacqueline M. Fulvio
To discuss potential solutions for cybersickness, a special session was held at the 1997 Human Computer Interaction (HCI) International Conference. As a result of that (largely NASA-sponsored) session, a research and development (R&D) agenda was formulated (Stanney et al., 1998). High priority recommendations included developing an understanding of the role of sensory discordance, employing human adaptation schedules, developing and implementing design guidelines to minimize sensory conflicts, developing standardized subjective and objective measures of aftereffects to quantify the problem, establishing countermeasures to sensory cue conflicts, and improving head tracking technology and system response latency. Since that session, significant advances have been made in our understanding of the causes underlying cybersickness and technology facilitating XR applications. To evaluate progress since the 1997 special session, assess the current state of the field, and identify future challenges, a workshop entitled Cybersickness: Causes and Solutions was convened in Los Angeles CA, at the SIGGRAPH 2019 conference (Special Interest Group on Computer GRAPHics and Interactive Techniques). This paper engages the participants from that workshop in formulating an updated R&D agenda, three of whom participated in the development of the original 1998 agenda.