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Motion Platform and projection screen |
3D model of the Motion-Lab |
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Pointer and blinders ('HMD simulation glasses') |
Head Mounted Display, position tracker and headphones |
The experiments were performed using the motion platform and equipment depicted above.
How do we find our way around in everyday life? In real world situations, it typically takes a considerable amount of time to get completely lost. In most Virtual Reality (VR) applications, however, users are quickly lost after only a few simulated turns. This happens even though many recent VR applications are already quite compelling and look convincing at first glance. So what is missing in those simulated spaces? Why is spatial orientation there not as easy as in the real world? In other words, what sensory information is essential for accurate, effortless, and robust spatial orientation? How are the different information sources combined and processed? In this thesis, these and related questions were approached by performing a series of spatial orientation experiments in various VR setups as well as in the real world. Modeling of the underlying spatial orientation processes finally led to a comprehensive framework based on logical propositions, which was applied to both our experiments and selected experiments from the literature. Using VR allowed us to disentangle the different information sources, sensory modalities, as well as possible spatial orientation processes and strategies. It further offered the precise control, repeatability, and flexibility of stimuli and experimental conditions, which is difficult to achieve in real world experiments.
To test these hypotheses, we established a rapid pointing paradigm and performed a second series of experiments that investigated the influence and interaction of visual and vestibular stimulus parameters for spatial updating in real and virtual environments (part III of my thesis). After real and/or visually simulated ego-turns, participants were asked to accurately and quickly point towards different previously-learned target objects that were currently not visible. The rapid egocentric response ensured that participants could not solve the task cognitively.
Unpredicted by the literature, visual cues alone proved sufficient for excellent automatic spatial updating performance even without any vestibular motion cues. Furthermore, participants were virtually unable to ignore or suppress the visual stimulus even when explicitly asked to do so. This indicates that the visual cues alone were even sufficient to evoke reflex-like "obligatory spatial updating". Comparing performance in the real environment and a photorealistic virtual replica revealed similar performance as long as the field of view was the same. That is, a simulated view onto a consistent, landmark-rich environment was as powerful in turning our mental spatial representation (even against our own conscious will) as a corresponding view onto the real world. This highlights the power and flexibility of using highly photorealistic virtual environments for investigating human spatial orientation and spatial cognition. It furthermore validates our VR-based experimental paradigm, and suggests the transferability of results obtained in this VR setup to comparable real world tasks. From a number of additional parameters investigated, only the field of view and the availability of landmarks had a consistent influence on spatial updating performance. Unexpectedly, motion parameters did not show any clear influence, which might be interpreted as a dominant influence of static visual (display) information over dynamic (motion) information.
In addition to assessing spatial cognition, the logical framework proved helpful in tackling the human-computer-interface issue. Several critical simulation and display parameters required for quick and effortless spatial orientation were pinpointed: First of all, any application that does not enable automatic spatial updating is bound to decrease quick and effortless spatial orientation performance and hence unnecessarily increase cognitive load. In addition, most current VR-displays do not allow for effective ego-motion simulation and/or tend to produce rather large artifacts in ego-motion perception. This is especially true for head-mounted displays. Hence, the importance of designing effective VR displays can hardly be overestimated. Furthermore, the simulated objects should be salient enough, non-repetitive, and constitute one coherent scene that can be updated as a whole. Maybe most critical, the physical reference frame of the VR display and the surround should become "transparent", i.e, vanish perceptually or at least be clearly dominated by the simulated (i.e., intended) spatial reference frame. Failure to do so will lead immersion and spatial presence to decrease, resulting in impaired spatial updating, which in turn prevents quick and effortless spatial orientation. Thus, by gaining a deeper understanding of how the different sensory cues are integrated in the human brain (spatial cognition aspect) we also approach human factors issues. This highlights the truly interdisciplinary nature of this research area and opens up potential applications.
The spatial updating project page lists more literature on the topic. See also my publication list or the publication list of the POEMS project for questions, comments, or further information, feel free to contact me.