TY - GEN
T1 - Effects of visual rotation axis and clockwise/counterclockwise directions on circular vection in virtual reality
AU - Xu, Xiaotian
AU - Song, Zhe
AU - Zhang, Kexin
AU - Xu, Yan
AU - Zhang, Yuankun
AU - Fan, Xiaoya
AU - Pu, Fang
N1 - Publisher Copyright:
© 2024 Copyright held by the owner/author(s).
PY - 2025/3/21
Y1 - 2025/3/21
N2 - Vection, an illusion of self-motion induced by visual stimulus frequently experienced in virtual reality, significantly impacts user experiences in gaming, driving simulation, and rehabilitation training. User often experience circular vection, an illusion of self-rotation. However, the effects of visual rotation axes and rotation directions on circular vection remain elusive. We employ a 3 (rotation axis: sagittal, coronal, vertical) × 2 (rotation direction: clockwise, counterclockwise) repeated-measures design. Twenty participants were recruited. They were exposed to a virtual visual rotating drum at 60 °/s to induce circular vection. The real-time estimation of perceived self-motion rotation velocity (PSRV) was obtained. Results indicated that during the 30-second constant rotation, the group-level PSRV showed an initial rapid increase followed by a slower rise. A significant interaction effect between rotation axis and direction was revealed. The rotation direction showed no significant effect on PSRV under sagittal and vertical conditions. However, under coronal condition, the PSRV was significantly higher when rotating counterclockwise, compared to rotation clockwise. In addition, when rotating counterclockwise, the highest PSRV appeared under sagittal condition, with the lowest under the coronal condition and the middle under the vertical condition. These findings provide valuable insights for designing VR scenarios with better user experience by vection manipulation.
AB - Vection, an illusion of self-motion induced by visual stimulus frequently experienced in virtual reality, significantly impacts user experiences in gaming, driving simulation, and rehabilitation training. User often experience circular vection, an illusion of self-rotation. However, the effects of visual rotation axes and rotation directions on circular vection remain elusive. We employ a 3 (rotation axis: sagittal, coronal, vertical) × 2 (rotation direction: clockwise, counterclockwise) repeated-measures design. Twenty participants were recruited. They were exposed to a virtual visual rotating drum at 60 °/s to induce circular vection. The real-time estimation of perceived self-motion rotation velocity (PSRV) was obtained. Results indicated that during the 30-second constant rotation, the group-level PSRV showed an initial rapid increase followed by a slower rise. A significant interaction effect between rotation axis and direction was revealed. The rotation direction showed no significant effect on PSRV under sagittal and vertical conditions. However, under coronal condition, the PSRV was significantly higher when rotating counterclockwise, compared to rotation clockwise. In addition, when rotating counterclockwise, the highest PSRV appeared under sagittal condition, with the lowest under the coronal condition and the middle under the vertical condition. These findings provide valuable insights for designing VR scenarios with better user experience by vection manipulation.
KW - Rotating drum
KW - rotation axis
KW - vection
KW - virtual reality
UR - https://www.scopus.com/pages/publications/105001918423
U2 - 10.1145/3700003.3700014
DO - 10.1145/3700003.3700014
M3 - 会议稿件
AN - SCOPUS:105001918423
T3 - Proceedings of 2024 International Conference on Virtual Reality, Image and Signal Processing, ICVISP 2024
SP - 55
EP - 60
BT - Proceedings of 2024 International Conference on Virtual Reality, Image and Signal Processing, ICVISP 2024
PB - Association for Computing Machinery, Inc
T2 - 2024 International Conference on Virtual Reality, Image and Signal Processing, ICVISP 2024
Y2 - 2 August 2024 through 4 August 2024
ER -