The Illusion of Motion: Understanding Vection in VR
Explore how vection impacts our experience in virtual reality environments.
Gaël Van der Lee, Anatole Lécuyer, Maxence Naud, Reinhold Scherer, François Cabestaing, Hakim Si-Mohammed
― 4 min read
Table of Contents
Vection is the feeling or visual illusion of Self-motion when you are actually sitting still. Imagine you're on a train, and it starts to move. If you're next to a stationary train, you might feel like you're moving when, in fact, you're not. That’s vection in action! It’s an important part of Virtual Reality (VR) experiences because it affects how real or immersive the VR feels to users.
Why Does Vection Matter?
Vection is a big deal in VR because it can enhance the experience or cause trouble. When someone feels like they are moving in a virtual world, it can make the experience more enjoyable. However, if the virtual movement doesn’t match what the body expects, it can lead to discomfort or motion sickness. So, understanding vection helps in creating better VR experiences.
The Science Behind Vection
Scientists have been studying vection for a long time. Over the years, research has shown that our brains need constant feedback from our senses to understand motion. This includes not just our eyesight but also our sense of balance and hearing. When these senses work together correctly, we feel stable and confident in our movements.
In VR, vection is often tested using visual stimuli, like moving objects. If you see something moving around you while you stay still, your brain can be tricked into feeling like you're moving too. This is great for gaming or simulations, but it can also lead to Cybersickness, where users feel dizzy or sick because their brain can't match what it sees with what it feels.
How Do We Measure Vection?
Traditionally, researchers have relied on questionnaires to capture people's experiences of vection. Participants would fill out forms rating how strong their sense of self-motion was. While this method works, it has its flaws. For example, the answers can be influenced by how the person is feeling that day or even how they interpret the questions.
To improve accuracy, scientists have started looking for objective measurements. One of the exciting methods is EEG, or electroencephalography, which measures brain activity. By analyzing the brain's responses during vection experiences, researchers hope to better understand how the brain processes these sensations.
The Experiment
To study vection further, researchers designed an experiment. Participants wore virtual reality headsets that displayed moving white spheres. They experienced two types of motion: forward acceleration and backward acceleration. As they were "whisked away" in their minds, researchers recorded their brain activity using EEG, as well as their subjective experiences of vection.
Imagine wearing a VR headset and seeing these spheres zipping by. One moment you feel like you're moving forward, and the next moment, it’s like you’re suddenly moving backward!
What Were the Findings?
The results showed that people reacted differently to the same conditions. Some participants were more sensitive to vection than others. Those who reported feeling strong self-motion had distinct signals in their brain activity, especially around 600 milliseconds after the motion started. This was something new and exciting!
There was also a notable link between vection and cybersickness. People who felt strong vection tended to report more discomfort after the VR experience. It seems that the stronger the feeling of motion, the more likely someone could feel a bit queasy afterward.
What’s Next for Vection Research?
So, where do we go from here? Well, there’s a lot of potential for future research. For one, scientists want to explore how backward vection feels and whether there are any unique brain signals associated with it. There’s also curiosity about how these findings can be applied to improve VR experiences.
We could even see future VR systems that adjust content in real-time based on how a user is feeling! Instead of making your stomach flip, VR could adapt to keep you feeling comfortable.
Final Thoughts
Vection is a fascinating phenomenon in virtual reality that can enhance or hinder the user experience. By studying how our brains react to visual stimuli in VR, researchers are paving the way for better, safer, and more enjoyable virtual experiences.
So, the next time you find yourself wearing a VR headset, just remember: you might feel like you're flying through the sky, but your feet are still firmly planted on the ground. And that, my friend, is true vection!
Original Source
Title: Towards the Automatic Detection of Vection in Virtual Reality Using EEG
Abstract: Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit inherent limitations due to their subjective nature and preventing real-time adjustments. Detecting vection in real time would allow VR systems to adapt to users' needs, improving comfort and minimizing negative effects like motion sickness. This paper investigates the presence of vection markers in electroencephalogram (EEG) brain signals using evoked potentials (brain responses to external stimulations). We designed a VR experiment that induces vection using two conditions: (1) forward acceleration or (2) backward acceleration. We recorded both electroencephalographic (EEG) signals and gathered subjective reports on thirty (30) participants. We found an evoked potential of vection characterized by a positive peak around 600 ms (P600) after stimulus onset in the parietal region and a simultaneous negative peak in the frontal region. Our results also found participant variability in sensitivity to vection and cybersickness and EEG markers of acceleration across subjects. This result is promising for potential detection of vection using EEG and paves the way for future studies towards a better understanding of vection. It also provides insights into the functional role of the visual system and its integration with the vestibular system during motion-perception. It has the potential to help enhance VR user experience by qualifying users' perceived vection and adapting the VR environments accordingly.
Authors: Gaël Van der Lee, Anatole Lécuyer, Maxence Naud, Reinhold Scherer, François Cabestaing, Hakim Si-Mohammed
Last Update: 2024-12-24 00:00:00
Language: English
Source URL: https://arxiv.org/abs/2412.18445
Source PDF: https://arxiv.org/pdf/2412.18445
Licence: https://creativecommons.org/licenses/by/4.0/
Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.
Thank you to arxiv for use of its open access interoperability.