当前位置: X-MOL 学术i-Perception › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Differences in Three Vection Indices (Latency, Duration, and Magnitude) Induced by “Camera-Moving” and “Object-Moving” in a Virtual Computer Graphics World, Despite Similarity in the Retinal Images
i-Perception ( IF 1.492 ) Pub Date : 2020-10-15 , DOI: 10.1177/2041669520958430
Hirotaro Sato 1 , Yuki Morimoto 1 , Gerard B. Remijn 1 , Takeharu Seno 1
Affiliation  

To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object (“camera moving”) or by moving the object and its surrounding environment toward the camera (“object moving”). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by “camera moving” or by “object moving,” which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, “camera-moving” induces stronger vection.



中文翻译:

尽管视网膜图像相似,但虚拟计算机图形世界中“摄像机移动”和“对象移动”导致的三个运动指标(延迟,持续时间和幅度)的差异


要在三维计算机图形(CG)中创建自运动(对流)情况,主要有两种方法:将摄像机移向某个对象(“摄像机移动”)或通过将对象及其周围环境移向该摄像机(“对象移动”)。由于这两种方法在生成CG所涉及的计算机计算量上存在很大差异,因此了解每种方法如何影响自我运动感知对于CG创建者和心理学家而言至关重要。在这里,我们模拟了一个虚拟的三维CG世界中的自运动,没有立体视差,可以正确反映照明和眩光。通过“照相机移动”或“物体移动”来诱发自运动,在本实验中,这是通过将照相机周围的通道移向照相机来完成的。这产生了两个视网膜图像,它们在实验1中几乎是相同的,在实验2和3中非常相似。刺激在大型血浆显示器上呈现给15个幼稚的参与者,并引起了明显的通气。比较这两种方法的对流强度的三个实验发现,它们之间存在弱但显着的差异。结果表明,在创建CG视觉体验时,“移动摄像头”会产生更强的运动。

更新日期:2020-12-23
down
wechat
bug