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Cosc 6326/Psych6750X

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relative motion more salient than absolute. need to account for eye ... integrated with vestibular and motor copy (efferent) signals centrally. Vection ... – PowerPoint PPT presentation

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Title: Cosc 6326/Psych6750X


1
Cosc 6326/Psych6750X
  • Movement, Tracking

2
Moving about virtual and real environments
3
  • Simulating motion through the environment
  • visual (vection)
  • vestibular stimulation
  • auditory surround motion/vibration
  • tactile surround motion/vibration
  • cues associate with active and passive limb
    motion (proprioception and efference)

4
Motion Perception
  • Human beings are highly sensitive to retinal
    motion
  • hyperacuity
  • relative motion more salient than absolute
  • need to account for eye movements and distance to
    obtain linear from angular speed
  • autokinetic effect
  • induced motion
  • motion can define form

5
  • apparent motion
  • sense of motion from sequential presentation of
    discrete images
  • 15 frames per second normally considered
    marginally acceptable
  • want for 30 to 60 frames per second, ideally at
    refresh rate
  • patterns of motion give information about depth
    and 3D motion

6
Depth from motion
7
Figure ground segregation
  • Motion can define form
  • Boundaries of foreground image defined by
    accretion deletion regions

Motion in depth
  • Various cues looming, changing disparity
  • Time to contact/passage can be judged independent
    of speed
  • Direction of motion in depth is also important

8
Motion Parallax
  • translation of observer w.r.t. to scene (or of
    scene w.r.t. observer)
  • angular speed of objects across optic array
    varies with distance

9
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10
Motion Parallax
  • if eye fixates
  • objects nearer than fixation point move with
    observer, further objects move against observer
  • retinal speed varies with distance from point of
    fixation

11
  • motion parallax provides information about
    spatial layout of the environment and relative
    motion relative to the environment
  • many similarities to depth from stereopsis

12
Self motion
13
Optic flow
  • Flow patterns in velocity field can be analysed
  • could provide direction of heading (e.g. from
    focus of expansion)
  • perception of self-motion/motion in depth
    (vection)

14
  • layout and depth of environment
  • traditionally optic flow has been considered to
    be essential for control of locomotion
  • note
  • optic flow refers to velocity patterns in optic
    arrays not the retina
  • need to account for eye movements to extract
    optic flow from retinal flow
  • real flow fields are complex

15
  • Optic flow is a key component in
  • perception of self-motion
  • postural reflexes/body sway
  • eye movements
  • cybersickness

16
Visual direction based locomotion
  • Recently the idea that locomotion relies directly
    on the processing of optic flow has been
    challenged
  • Alternative is locomotion is based upon
    egocentric direction (see seminar)

17
Vection
  • Normally world is stable and stationary
  • A sense of self-motion can be elicited by visual
    motion (optic flow)
  • Circular vection illusory rotation from optic
    flow
  • Linear vection illusory translation from optic
    flow

18
  • vection has a latency
  • depends on stimulus
  • reported as 5-30 s
  • believed to be due to conflict with vestibular
    system, may benefit from vestibular priming
  • may be partial or saturated, can drop out

19
  • vection is
  • strengthened by large FOV
  • increased with increased optical
    velocity/spatio-temporal frequency
  • sensitive to foreground background relationships
    (driven by background)
  • integrated with vestibular and motor copy
    (efferent) signals centrally

20
  • Vection
  • can provide compelling self motion cues
  • enhances presence and realism
  • but
  • is linked to cyber sickness and other negative
    aftereffects
  • main issue is mismatch between visual and other
    self motion cues (to be discussed later).

21
  • as well as vection, vision can provide important
    static cues to orientation (as well see in the
    tumbling room demo)

22
Vestibular Inputs
  • organs of balance and equilibrium in inner ear
  • two distinct sub-systems
  • semicircular canals angular acceleration
  • otolithslinear acceleration
  • self-motion perception, eye movements, postural
    control, orientation wrt gravity

http//www.medicine.mcgill.ca/physio/cullenlab/img
/ear.gif
23
  • canal response
  • inertial sensors detect angular acceleration
    (three degrees of freedom)
  • high-pass frequency response
  • insensitive to low-frequency signals
  • codes head velocity over relevant frequency range
  • vision and other senses contribute as well but
    vestibular system most reliable at high frequency
  • drives very low latency compensatory eye
    movements (vestibulo-ocular reflex VOR)

24
  • otolith response
  • sensitive to three-dimensional linear
    acceleration
  • also sensitive to gravity (head tilt or pitch)
  • linear acceleration due to gravity can be
    confused with linear acceleration due to motion
  • possible to trade tilt for acceleration

25
Other non-visual cues to motion
  • proprioceptive and somato-sensory cues can
    contribute to effective perception of self
    motion, e.g.
  • wind on face or body
  • weight on limbs, soles of feet, seat etc. can
    indicate direction of gravity/accelerations
  • active and passive limb motions associated with
    motion, efference copy
  • visceral receptors

26
Motion Displays
27
Actual Motion Displays
mozu.mes.titech.ac.jp/research/
walk/PW/gif/Stewart.gif
NASA space shuttle simulator
28
Spaceball
Flogiston chair
29
Other issues
  • active motion?
  • range of possible motion limited
  • requirement to stay centered in range of motion

30
Washout filter
  • Vestibular system is most sensitive to changes in
    velocity (accelerometer)
  • provides an onset cue for self motion
  • extended motion simulated with vision and other
    cues
  • some problems with a motion base
  • simulating extended motion with limited travel
    (isomorphism)?
  • need to stay near centre of range to prepare for
    future motion

31
  • After onset cue, desirable to home to a neutral
    position.
  • Do this gradually and ideally imperceptibly
    washout
  • Washout filters are based on highpass filters to
    give washout and a fast transient response

32
  • Wearable computers allow long range natural
    (physical) motion
  • Many devices have been proposed to introduce
    somatosensory and proprioceptive cues
  • treadmills
  • bicycles
  • hang gliders (skis, motorcycles, )
  • importance of feel for vehicle controls (haptic
    feedback)

33
Treadmills
  • Simulating locomotion may require displays for
  • forward motion
  • turning
  • slope
  • terrain roughness, solidity
  • other postures (e.g. crawling)

34
  • http//intron.kz.tsukuba.ac.jp/vrlab_web/gaitmaste
    r/gaitmaster_2.mpg

35
movie
36
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37
Tracking
38
  • critical component for immersive displays
  • supports
  • structure from motion perception
  • maneuvering
  • locomotion
  • active perception
  • situational awareness

39
  • Field of Regard
  • amount of space (in terms of visual angle) filled
    by the virtual world
  • an effective increased effective FOV beyond the
    instantaneous FOV that is provided by tracking
    head motion

40
  • Tracker issues
  • resolution, smoothness, degrees of freedom
  • display lag is a major problem in head-slaved
    displays (more in sensory conflict lecture)
  • sensor transduction, data transmission, input
    handling, simulation, rendering, wait for frame
    refresh
  • when head moves or vibrates display is not
    updated immediately
  • prediction can help

41
  • Consequences
  • fatigue, nausea (simulator sickness), poor
    performance
  • poor fidelity and distortions of virtual space
  • image slip, blur or instability
  • See Foxlin handout to be discussed

42
Navigation
43
  • Two components to navigating
  • way finding
  • travel

44
Wayfinding
  • Refers to determination of current location and
    path to desired location
  • Need to maneuver through environment and avoid
    obstacles when wayfinding (or wandering)
  • need to provide cognitive information to support
    location determination and wayfinding behaviour
    (navigational awareness)

45
  • people believed to form cognitive maps or models
    of the environment
  • In VR we need to be able to navigate about the
    VE.
  • A typical goal of wearable computers is to
    provide navigational awareness.

46
  • Aids to wayfinding
  • landmarks (natural or artificial)
  • path following/leaving trails
  • maps
  • memorable place names
  • compass/instruments
  • exocentric views
  • coordinate display, grid structure
  • constrained travel

47
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48
Travel
  • Current VR systems allow small tracked work
    spaces
  • To move to other places in the virtual
    environment (or in the real world) need to
    support travel
  • Physical travel fits real world
  • Locomotion on foot is natural form of travel
  • Vehicular travel is also familiar
  • direct or indirect control and locomotion

49
  • Travel through computer based worlds using mice
    and joystick is familiar to many (computer games
    etc)
  • Travel through time is also useful

50
Travel Methods and Metaphors
  • Real locomotion
  • modest distances, limited by tracking
    capabilities
  • some tricks possible (seminar later)
  • typically some real locomotion supported in
    addition to other techniques
  • Ride along a preplanned route

51
  • Tow rope or river metaphor

52
  • Fly mode
  • most common, lots of freedom
  • walk through is fly mode constrained to follow
    the terrain
  • direction and speed control
  • pointer (gaze, torso, gesture, wand/joystick, )
  • can drive vehicles using virtual or physical
    controls, often with increased control over
    speed, acceleration

53
  • moving /scaling the world
  • often used in visualization
  • put me there method
  • jump to a defined location
  • ask to go to named location
  • define location in a exocentric, map or
    world-in-miniature display
  • stepping into a picture or aperture into a
    different world

54
  • all methods except real locomotion dissociate
    real from virtual travel
  • Problems with this dissociation
  • conflict between real and physical motion
  • unnatural, may interfere with wayfinding
  • not suitable for AR or wearable applications
  • Real motion is most natural but not always
    desirable in virtual environments (for example
    travelling large distances or through outer space
    etc)

55
  • Interest in extending the range of real physical
    motion
  • Hi-ball and other long range trackers
  • vision based AR trackers wearable systems
  • GPS, landmark based
  • York Trike project
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