Cognitive factors can influence self-motion perception (vection) in virtual reality.
Bernhard E. RieckeJörg Schulte-PelkumMarios N. AvraamidesMarkus von der HeydeHeinrich H. BülthoffPublished in: ACM Trans. Appl. Percept. (2006)
Keyphrases
- virtual reality
- computer animation
- virtual humans
- virtual environment
- visual perception
- computer graphics
- individual level
- prior studies
- individual differences
- augmented reality
- visual motion
- three dimensional
- image sequences
- virtual world
- motion tracking
- motion capture
- optical flow
- multi sensory
- interactive virtual
- virtual reality technology
- photorealistic
- motion planning
- virtual space
- virtual museum
- human motion
- tangible user interface
- social factors
- virtual training