Self-motion and Presence in the Perceptual Optimization of a Multisensory Virtual Reality Environment
Licentiate thesis, 2005
Determining the perceptually optimal resolution of multisensory rendering
might help to foster the development of cost-effective, highly immersive
multi-modal displays for mediated environments (e.g. virtual and augmented
reality). The required sensory depth of stimulation can be quantified using
human centered methodologies where end user experiences serve as a basis for
uni- and cross-modal optimization of the sensory inputs. In the psychophysical
studies presented in this thesis, self-reported presence and illusory
self-motion (vection) indicated salience of auditory and multisensory cues in
design of perceptually optimized motion simulators.
Contribution of auditory cues to illusory self-motion has been largely
neglected until very recently and papers A and B present studies on purely
auditory induced vection (AIV). Paper A shows that rotating auditory scenes
synthesized using individualized Head-Related Transfer Functions (HRTFs) are
more instrumental for presence compared to generic binaural synthesis. Study on
translational AIV in paper B shows that inconsistent auditory scene might
significantly decrease self-motion responses. Paper C and D demonstrate that
bi-sensory stimulations increase presence and self-motion ratings as expected.
In paper C additional vibrotactile stimulation increased translational AIV and
presence ratings, especially for the stimuli containing the auditory-tactile
engine metaphor. Paper D extended paper A results for rotational AIV showing
that spatial resolution of rotating auditory scenes can be greatly reduced when
combined with visual input.
This thesis shows that sound plays important role in the illusory self-motion
perception and it should be carefully used in multi-modal motion simulators. The
presented findings suggest that a minimum set of acoustic cues can be sufficient
for eliciting a self-motion sensation, especially if other modalities are
involved. However, perceptual consistency of the created auditory and multimodal
scenes should be assured in the design of the next generation of motion
simulators.