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University of Wollongong Research Online University of Wollongong esis Collection University of Wollongong esis Collections 2013 Vection in depth during consistent and inconsistent multisensory stimulation in active observers April E. Ash University of Wollongong Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Recommended Citation Ash, April E., Vection in depth during consistent and inconsistent multisensory stimulation in active observers, Doctor of Philosophy thesis, School of Psychology, University of Wollongong, 2013. hp://ro.uow.edu.au/theses/3881

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Page 1: 2013 Vection in depth during consistent and inconsistent

University of WollongongResearch Online

University of Wollongong Thesis Collection University of Wollongong Thesis Collections

2013

Vection in depth during consistent and inconsistentmultisensory stimulation in active observersApril E. AshUniversity of Wollongong

Research Online is the open access institutional repository for theUniversity of Wollongong. For further information contact the UOWLibrary: [email protected]

Recommended CitationAsh, April E., Vection in depth during consistent and inconsistent multisensory stimulation in active observers, Doctor of Philosophythesis, School of Psychology, University of Wollongong, 2013. http://ro.uow.edu.au/theses/3881

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VECTION IN DEPTH DURING CONSISTENT AND

INCONSISTENT MULTISENSORY STIMULATION IN ACTIVE

OBSERVERS

A thesis submitted in fulfillment of the requirements for the award of the

degree

Doctor of Philosophy

From

UNIVERSITY OF WOLLONGONG

By

April E. Ash

B.Sc. (Psyc, Hons)

School of Psychology

Faculty of Heath and Behavioural Sciences

2013

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Certification

I, April E. Ash, declare that this thesis, submitted in fulfillment of the

requirements for the award of Doctor of Philosophy, in the School of

Psychology, University of Wollongong, is wholly my own work unless

otherwise referenced or acknowledged. The document has not been submitted

for qualifications at any other academic institution.

April E. Ash

[11 January 2013]

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Abstract

The study of visual illusions of self-motion, or vection, has a long history of

research dating back to its first descriptions by Helmholtz (1867). Early vection

studies tended to induce vection in physically stationary observers or passively

moved observers (externally generated perceptions of self-motion). It has not

been until recently that studies have examined this experience in actively

moving observers (self-generated perceptions of self-motion). With continuing

advances in technology, it has become increasingly more important to

understand the perception of self-motion in active, moving observers where

there is some interaction between the observer and the virtual visual

environment. This thesis consists of four experimental chapters. These chapters

examined the effect of consistent and inconsistent multisensory self-motion

stimulation (compared to stationary vision-only self-motion situations) on the

strength of vection in depth during active seated head movements (Empirical

Chapters 1-3) and during treadmill walking (Empirical Chapter 4). In addition,

this thesis examined the robustness of the viewpoint jitter and oscillation

advantage for vection (compared to non-jittering constant velocity optic flow)

under different self-motion situations and contexts. Overall, both vection in

depth and the viewpoint jitter/oscillation advantage were remarkably tolerant

to inconsistent multisensory self-motion situations; however, consistent visual-

vestibular information was shown to increase vection in depth compared to

vision-only conditions in some seated self-motion situations. Together, the

findings of this thesis suggest that multisensory interactions during vection in

depth are more complicated than originally thought and depend on a number

of factors - including the physical/simulated axis of self-motion, the type and

level of multisensory conflict and the type and number of senses involved.

Specifically, this thesis showed that: (i) consistent horizontal (but not depth)

visual-vestibular information during active seated head movements increased

vection in depth compared to vision-only conditions; and (ii) biomechanical

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information about self-motion during treadmill walking globally reduced

vection in depth compared to vision-only conditions. However, despite overall

reductions during treadmill walking, there was always a viewpoint jitter and

oscillation advantage for vection.

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Acknowledgements

I would firstly like to thank my primary supervisor, Stephen Palmisano,

for his guidance and patience and for encouraging me to grow as a researcher. I

would also like to thank my secondary supervisor, Julie Steele, for her support

and encouragement.

To my co-authors and collaborators - Juno Kim, Robert Allison, Donovan

Govan and Deborah Apthorp – thank you for your contributions and advice

throughout my thesis. In particular, I would like to thank Juno Kim for his

programming support and expertise. I would like to thank anonymous

reviewers from Perception and ASEM for their helpful suggestions on published

aspects of this thesis. A special thank you should also go to staff from the

School of Psychology who helped to keep me sane toward the end of my thesis

- Emma Barkus, Paul Smith, Len McAlear, Peter Caputi, Gerard Stoyles and, in

particular, Nadia Crittenden who guided to the end.

To my fellow postgraduate students: thank you for allowing me to vent

and for picking me up when it all felt too hard. I would especially like to thank

my coffee buddy, Stewart Vella, my office mates, Lisa-Marie Greenwood and

Brad Parkinson, and those who cheered me over the finish line - Louise Turner,

Genevieve Steiner, Francis DeBlasio, Natalie Stefanic, Anna Dalecki, Uwana

Evers, Lisa Lole and Sunila Supavadeeprasit.

Lastly, I would like to thank my family, Pauline, Wayne, William, and

Oliver Ash, my adopted family, Jeffrey, Catherine, and Mark Jones, and my

best friend, Cara Jones, who provided endless love, support and

encouragement. I could not have finished my Ph.D without you all. You have

nourished me, comforted me, motivated me and provided for me. I am grateful

to have such beautiful people in my life.

This thesis is dedicated to my grandmother, Patricia Webster, who

passed away before I could finish.

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Publications from this thesis

Published manuscripts:

Ash, A., Apthorp, D., Palmisano, S., & Allison, R. S. (2013). Vection in depth

during treadmill walking. Perception, 42, 562-576.

Ash, A., Palmisano, S., & Kim, J. (2011). Vection in depth during consistent and

inconsistent multisensory stimulation. Perception, 40, 155-174 doi:

10.1008/p6837

Ash, A., Palmisano, S., Govan, D., & Kim, J. (2011). Display lag and gain effects

in vection experienced by active observers. Aviation, Space, and

Environmental Medicine, 82(8), 763-769 doi: 10.3357/ASEM.3026.2011

Ash, A., & Palmisano, S. (2012). Vection during conflicting multisensory

information about the axis, magnitude and direction of self-motion.

Perception, 41, 253-267 doi: 10.1068/p7129

Other peer reviewed publications:

Ash, A., Palmisano, S., & Allison, R. S. (2012). Vection in depth during treadmill

locomotion [abstract]. Presented at the Vision Sciences Society (VSS)

Annual Meeting, Journal of Vision, 12(9), article 181 doi: 10.1167/12.9.181

Ash, A. E., Palmisano, S. A., & Kim, J. (2011). Vection induced by consistent and

inconsistent multisensory stimulation [abstract]. Presented at the 7th

Asia-Pacific Conference on Vision (APCV), i-Perception, 2(4), article 279

doi: 10.1068/ic279

Ash, A., Palmisano, S., & Kim, J. (2010). Comparing perceptions of self-motion

induced by consistent and inconsistent multisensory stimulation

[abstract]. Combined Abstracts of the 37th Australasian Experimental

Psychology Conference (EPC) (pp. 3)

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In all cases of work that has been published and/or presented at

conferences, the greater part of the work is directly attributable to me, as a Ph.D

candidate. Supervisors have enacted their role in the formulation of research

ideas and editing manuscripts. All testing, analyses and reporting have been

carried out solely by me, in keeping with the requirements of my Ph.D

candidature.

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Tables of Contents

Abstract .......................................................................................................................... ii

Acknowledgements .................................................................................................... iv

Publications from this thesis ...................................................................................... v

Tables of Contents ..................................................................................................... vii

List of Tables .............................................................................................................. xiv

List of Figures............................................................................................................... xv

List of Abbreviations ................................................................................................ xix

1 OVERVIEW OF THE SENSES TO SELF-MOTION PERCEPTION ................ 6

1.1 Visual information about self-motion ............................................................ 6

1.1.2 How do we derive visual information about self-motion? ..................... 7

1.1.3 Global patterns of optic flow ....................................................................... 9

1.1.4 Using optic flow for self-motion perception ........................................... 10

1.1.5 The source separation problem: segregating object- and self-motion

using optic flow .................................................................................................... 12

1.2 Non-visual information about self-motion .................................................. 13

1.2.1 The vestibular system ................................................................................... 13

1.2.1.1 The detection of self-acceleration: The vestibular apparatus ............ 14

1.2.1.2 The semicircular canals (detection of angular acceleration) .............. 15

1.2.1.3 The otolith organs (detection of linear acceleration) ........................... 17

1.2.2 Proprioception ................................................................................................ 18

1.2.3 The somatosensory system ........................................................................... 19

1.2.4 The auditory system ...................................................................................... 19

1.3 Summary and conclusions............................................................................... 20

2 VECTION IN STATIONARY OBSERVERS ...................................................... 22

2.1 Types of vection ................................................................................................ 23

2.2 Time course for vection .................................................................................... 24

2.3 Measurement of vection .................................................................................. 25

2.4 Factors affecting vection in stationary observers ........................................ 26

2.5 Low-level physical stimulus factors .............................................................. 27

2.5.1 Area of retinal stimulation ......................................................................... 27

2.5.2 Retinal eccentricity ...................................................................................... 27

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2.5.3 The size and density of moving/stationary display elements .............. 28

2.5.4 3-D depth and coherent display information .......................................... 29

2.5.5 Foreground-background display relationships ...................................... 29

2.5.6 Direction of induced self-motion .............................................................. 30

2.5.7 Constant stimulus velocities ...................................................................... 31

2.5.8 Accelerating stimulus velocities................................................................ 32

2.5.9 Simulated viewpoint jitter and oscillation............................................... 32

2.6 Cognitive or higher-level factors ................................................................... 33

2.6.1 Possibility of actual motion and observer expectations ........................ 34

2.6.2 Attention and task demands ..................................................................... 34

2.6.3 Natural and realistic visual scene motion ............................................... 35

2.7 Potential explanations for the viewpoint jitter/oscillation advantage for

vection ....................................................................................................................... 36

2.7.1 Viewpoint jitter makes the display appear more rigid .......................... 36

2.7.2 Viewpoint jitter increases retinal slip ....................................................... 37

2.7.3. Viewpoint jitter is more ecological .......................................................... 38

2.8. Summary and conclusions ............................................................................. 39

3 LINEAR VECTION IN ACTIVE OBSERVERS.................................................. 40

3.1 Vection and eye movements ........................................................................... 40

3.2 Vection during passive physical observer motion ..................................... 41

3.3 Vection during active physical observer motion ........................................ 42

3.4 Important considerations for simulated head-and-display motion ........ 44

3.4.1 Gain and phase relationships between simulated head-and-display

motion .................................................................................................................... 44

3.4.2 The possible effect of display lag on vection ........................................... 46

3.5 Summary and conclusions............................................................................... 47

4 THEORIES OF MULISENSORY INTERACTION FOR SELF-MOTION

PERCEPTION AND VECTION ............................................................................... 48

4.1 Sensory conflict explanations of vection ...................................................... 48

4.2 Visual dominance explanations of vection .................................................. 51

4.3 Modality appropriateness hypothesis and sensory capture ..................... 51

4.4 Bidirectional inhibition: reciprocal inhibitory interaction ....................... 53

4.5 Predictions for vection during inconsistent multisensory stimulation in

stationary observers ................................................................................................ 55

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4.6 Predictions for vection during consistent and inconsistent multisensory

stimulation in active observers ............................................................................. 56

4.7 Summary and conclusions............................................................................... 59

5 EMPIRICAL CHAPTER 1: DOES MULITSENSORY STIMULATION

ALTER VECTION DURING SEATED HEAD MOVEMENTS? ....................... 61

5.1 Introduction ........................................................................................................ 62

5.2 Experiment 1. Effects of multisensory stimulation about horizontal head

oscillation on vection in depth ............................................................................. 66

5.2.1 Method ......................................................................................................... 66

5.2.1.1 Subjects ................................................................................................ 66

5.2.1.2 Apparatus. .......................................................................................... 66

5.2.1.3 Visual Displays. ................................................................................. 68

5.2.1.4 Procedure. ........................................................................................... 69

5.2.2 Results .......................................................................................................... 70

5.2.2.1 Active Viewing Conditions (with or without horizontal display

oscillation) ....................................................................................................... 70

5.2.2.2 Passive Viewing Conditions (with or without horizontal display

oscillation) ....................................................................................................... 71

5.2.2.3 Active vs. Passive Conditions (with or without horizontal

display oscillation) ........................................................................................ 72

5.2.2.4 Head Movement Analyses ............................................................... 73

5.2.2.5 Eye Movement Analyses .................................................................. 73

5.2.3 Discussion.................................................................................................... 74

5.5 Experiment 2. Effects of multisensory stimulation about fore-aft head

oscillation on vection in depth ............................................................................. 78

5.5.1 Method ......................................................................................................... 79

5.5.1.1 Subjects. ............................................................................................... 80

5.5.2 Results .......................................................................................................... 80

5.5.2.1 Active Viewing conditions (with or without fore-aft display

oscillation) ....................................................................................................... 80

5.5.2.2 Passive Conditions (with or without fore-aft display oscillation)

.......................................................................................................................... 81

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5.5.2.3 Active vs. Passive Conditions (with or without fore-aft display

oscillation) ....................................................................................................... 82

5.5.2.4 Head Movement Verification .......................................................... 83

5.5.3 Discussion.................................................................................................... 84

5.6 Experiment 3. Effects of multisensory stimulation about fore-aft head

oscillation during rightward vection ................................................................... 84

5.6.1 Method ......................................................................................................... 85

5.6.1.1 Subjects. ............................................................................................... 86

5.6.2 Results .......................................................................................................... 86

5.6.2.1 Active Viewing Conditions (with or without fore-aft display

oscillation) ....................................................................................................... 86

5.6.2.2 Passive Viewing Conditions (with or without oscillation).......... 87

5.6.2.3 Active vs. Passive Viewing Conditions (with or without display

oscillation) ....................................................................................................... 88

5.6.2.4 Head Movement Verification .......................................................... 89

5.6.3 Discussion.................................................................................................... 89

5.6.4 General Discussion ........................................................................................ 90

6 EMPIRICAL CHAPTER 2: DO ACTUAL AND/OR PERCEIVED DISPLAY

LAGS ALTER VECTION? ......................................................................................... 97

6.1 Introduction ........................................................................................................ 98

6.2 Experiment 4. Display lag and gain effects on vection in depth in active

observers ................................................................................................................... 98

6.2.1 Method ....................................................................................................... 101

6.2.1.1 Subjects. ............................................................................................. 101

6.2.1.2 Apparatus. ........................................................................................ 101

6.2.1.3 Displays. ............................................................................................ 102

6.2.1.4 Design. ............................................................................................... 103

6.2.1.5 Procedure. ......................................................................................... 104

6.2.2 Results ........................................................................................................ 105

6.2.2.1 Effect of Added Display Lag .......................................................... 105

6.2.2.2 Effect of Display Gain ..................................................................... 106

6.2.2.3 Interaction between Added Display Lag and Display Gain ..... 107

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6.2.2.4 Head Movement Analyses ............................................................. 108

6.2.2.5 Subjective Lag Detection ................................................................ 109

6.2.3 Discussion.................................................................................................. 110

7 EMPIRICAL CHAPTER 3: DO MULTISENSORY AXIS-BASED

CONFLICTS ALTER VECTION? .......................................................................... 115

7.1 Introduction ...................................................................................................... 116

7.2 Experiment 5. Effects of conflicting head and display motion on vection

in depth ................................................................................................................... 119

7.2.1 Method ....................................................................................................... 119

7.2.1.1 Subjects. ............................................................................................. 119

7.2.1.2 Apparatus. ........................................................................................ 119

7.2.1.3 Visual Displays. ............................................................................... 121

7.2.1.4 Procedure. ......................................................................................... 122

7.2.2 Results ........................................................................................................ 123

7.2.2.1 Horizontal Physical Head Oscillation Data ................................. 123

7.2.2.1.1 Horizontal Head and Display Motion (Condition 1) .......... 123

7.2.2.1.2 Horizontal Head and Depth Axis Display Motion (Condition

2) ................................................................................................................. 124

7.2.2.1.3 Comparison of Same and Orthogonal Self-motion Axis Data

(Horizontal Head Motion) ...................................................................... 125

7.2.2.2 Physical Back-and-forth Head Oscillation Data ......................... 126

7.2.2.2.1 Depth Axis Head and Display Motion (Condition 3) .......... 126

7.2.2.2.2 Depth Axis Head and Horizontal Display Motion (Condition

4) ................................................................................................................. 127

7.2.2.2.3 Comparison between Same and Orthogonal Self-motion Axis

Data (Depth Axis Head Motion) ............................................................ 128

7.2.2.3 Head Movement Data ..................................................................... 129

7.2.3 Discussion.................................................................................................. 131

7.3 Experiment 6. Effects of conflicting head and display motion on

sideways vection.................................................................................................... 133

7.3.1 Method ....................................................................................................... 133

7.3.1.1 Subjects. ............................................................................................. 133

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7.3.2 Results ........................................................................................................ 133

7.3.2.1 Depth Axis Head Oscillation Conditions..................................... 133

7.3.2.2 Horizontal Axis Head Oscillation Conditions ............................ 134

7.4 Discussion..................................................................................................... 135

7.5 General Discussion ......................................................................................... 136

8 EMPIRICAL CHAPTER 4: DOES MULTISENSORY STIMULATION

ALTER VECTION DURING FORWARD TREADMILL WALKING? .......... 141

8.1 Introduction ...................................................................................................... 142

8.1.1 Effect of simulated viewpoint jitter on vection ..................................... 142

8.1.2 Vection during treadmill walking .......................................................... 144

8.1.3 Redundant multisensory information during treadmill walking ...... 145

8.1.5 Object-motion versus self-motion perception ....................................... 146

8.1.6 The current study ...................................................................................... 147

8.2 Experiment 7. Vection in depth during active and simulated forward

treadmill walking at two different speeds ....................................................... 149

8.2.1 Method ....................................................................................................... 150

8.2.1.1 Subjects. ............................................................................................. 150

8.2.1.2 Displays and Apparatus. ................................................................ 150

8.2.1.3 Procedure and Design. .................................................................... 153

8.2.2 Results ........................................................................................................ 154

8.2.2.1 Main Effects ...................................................................................... 154

8.2.2.2 Interactions ....................................................................................... 154

8.2.3 Discussion.................................................................................................. 155

8.3. Experiment 8. The effect of simulated display direction on vection in

depth during forward treadmill walking ......................................................... 157

8.3.1 Method ....................................................................................................... 157

8.3.1.1 Subjects. ............................................................................................. 157

8.3.1.2. Design. .............................................................................................. 157

8.3.2 Results ........................................................................................................ 158

8.3.2.1 Main Effects ...................................................................................... 158

8.3.2.2 Interactions ....................................................................................... 159

8.3.3 Discussion.................................................................................................. 161

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8.4 General Discussion ......................................................................................... 162

9 GENERAL DISCUSSION .................................................................................... 168

9.1 Summary of findings ...................................................................................... 169

9.1.1 Active seated chapters ................................................................................. 169

9.1.1.1 Empirical Chapter 1 ............................................................................... 170

9.1.1.2 Empirical Chapter 2 ............................................................................... 171

9.1.1.3 Empirical Chapter 3 ............................................................................... 172

9.1.2 Treadmill walking chapter ......................................................................... 173

9.1.2.1 Empirical Chapter 4 ............................................................................... 173

9.2 Contextual differences for vection in depth: seated head movements

versus treadmill walking ..................................................................................... 175

9.3 Multisensory viewpoint jitter/oscillation: A robust advantage ............. 179

9.4 Multisensory interactions during vection in depth.................................. 181

9.4.1 Vection in depth is robust in inconsistent multisensory situations ... 181

9.4.2 Temporal conflicts are potentially more detrimental to vection in

depth than spatial conflicts ............................................................................... 182

9.4.3 Consistent horizontal visual-vestibular stimulation about self-motion

might increase vection in depth ....................................................................... 184

9.4.4 Evidence for multiplicative and divisive interaction mechanisms

during multisensory vection in depth ............................................................. 185

9.5 Practical implications and applications ...................................................... 186

9.6 Limitations and future directions ................................................................ 187

9.7 Concluding remarks ....................................................................................... 191

10 REFERENCES ....................................................................................................... 192

11 APPENDICES ....................................................................................................... 227

APPENDIX A ......................................................................................................... 227

APPENDIX B .......................................................................................................... 234

APPENDIX C.......................................................................................................... 235

APPENDIX D ......................................................................................................... 238

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List of Tables

Table B1. Regression coefficients from individual analyses of subjects’ head

movement amplitude and vection in depth strength rating data from

Experiment 5. .............................................................................................................. 234

Table C1. Summary of the main thesis findings of each empirical chapter. ..... 235

Table D1. Means and standard errors for vection in depth strength ratings in

Experiment 1. .............................................................................................................. 238

Table D2. Means and standard errors for vection in depth strength ratings in

Experiment 2. .............................................................................................................. 238

Table D3. Means and standards error for sideways vection strength ratings in

Experiment 3 ............................................................................................................... 239

Table D4. Means and standard errors for vection in depth strength ratings and

subjective lag ratings in Experiment 4. ................................................................... 239

Table D5. Means and standard errors for vection in depth strength ratings in

Experiment 5. .............................................................................................................. 240

Table D6. Means and standard errors for sideways vection strength ratings in

Experiment 6. .............................................................................................................. 240

Table D7. Means and standard errors for vection in depth strength ratings in

Experiment 7. .............................................................................................................. 241

Table D8. Means and standard errors for vection in depth strength ratings in

Experiment 8. .............................................................................................................. 241

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List of Figures

Figure 1. A representation of the perspective transformation of the optic array.

When one moves from a seated to a standing position, this creates a perspective

change in the optic array giving rise to optic flow, which can potentially

provide a rich source of information about an observer’s self-motion through

the environment. Taken from J. J. Gibson, 1979, The Ecological Approach to

Visual Perception. .......................................................................................................... 8

Figure 2. A spherical representation of the structure of an optic flow field. The

bird’s heading (FOE) is represented by the arrow. Taken from J. J. Gibson, 1966,

The Senses Considered as Perceptual Systems (p 161). ................................................. 10

Figure 3. The labyrinth of the inner ear. ................................................................... 14

Figure 4. Effects of adding jitter/oscillation to radial optic flow: (left) radial optic

flow simulating constant velocity self-motion in depth; (middle) jittering radial

optic flow – radial optic flow with combined with simulated random horizontal

viewpoint jitter; (right) oscillating radial flow – radial optic flow combined with

simulated horizontal viewpoint oscillation. Taken from Palmisano et al. (2008).

......................................................................................................................................... 33

Figure 5. The set-up for Experiments 1-3. A similar set-up was also used for

Experiments 4-6. ........................................................................................................... 67

Figure 6. Effect of active horizontal display oscillation on vection in depth

strength ratings (0-100) as a function of both display gain (either at the same or

twice the amplitude expected from the subject’s head movements) and phase

(either in-phase with, out-of-phase with, or unaffected by, the subject’s head

movements). Error bars depict +/- 1 standard error of the mean. ......................... 70

Figure 7. Effect of passive horizontal display oscillation (at the same and twice

the amplitude as subject’s physical head movements) on vection in depth

strength ratings (0-100) compared to passive no display oscillation conditions.

Error bars depict +/- 1 standard error of the mean. ................................................. 71

Figure 8. Effect of active in-phase, passive and active out-of-phase horizontal

display oscillation on vection in depth strength ratings (0-100). Error bars depict

+/- 1 standard error of the mean. ................................................................................ 72

Figure 9. Effect of active fore-aft display oscillation on vection in depth strength

ratings (0-100) as a function of both display gain (either the same or twice the

amplitude expected from the subject’s physical head movements) and phase

(either in-phase with, out-of-phase with or unaffected by the subject’s head

movements). Error bars depict +/- 1 standard error of the mean. ......................... 81

Figure 10. Effect of passive fore-aft display oscillation (at the same and twice

the amplitude as the subject’s head movements) on vection in depth strength

ratings (0-100) compared to passive no display oscillation conditions. Error bars

depict +/- 1 standard error of the mean. .................................................................... 82

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Figure 11. Effect of active in-phase, passive, and active out-of-phase display

oscillation (at the same or twice the amplitude as the subject’s head movements)

on vection in depth strength ratings (0-100). Error bars depict +/- 1 standard

error of the mean. ......................................................................................................... 83

Figure 12. Effect of active fore-aft oscillation on vection strength ratings (0-100)

for rightward vection as a function of both display gain (either at the same or

twice the amplitude expected from the subject’s head movements) and phase

(either in-phase or out-of-phase with, or unaffected by, the subject’s head

movements). Error bars depict +/- 1 standard error of the mean. ......................... 87

Figure 13. Effect of passive fore-aft oscillation (at the same and twice the

amplitude as the subject’s head movements) on vection strength ratings (0-100)

for rightward vection compared to passive no display oscillation conditions.

Error bars depict +/- 1 standard error of the mean. ................................................. 88

Figure 14. Effect of active in-phase, passive and active out-of-phase display

oscillation (at the same and twice the amplitude as the subject’s head

movements) on vection strength ratings (0-100) for rightward vection. Error

bars depict +/- 1 standard error of the mean. ........................................................... 89

Figure 15. The effect of additional display lags (0 ms/0, 50 ms/17.5, 100 ms/35

and 200 ms/70 out-of-phase display oscillation) on vection in depth strength

ratings (0-100). Error bars depict +/- 1 standard error of the mean. ................... 106

Figure 16. The effect of display gain (“2”, “1” and “0” gains) on vection in depth

strength ratings (0-100). Error bars depict +/- 1 standard error of the mean. .... 107

Figure 17. The effect of additional display lags (0 ms/0, 50 ms/17.5, 100 ms/35

and 200 ms/70out-of-phase display oscillation) and display gain (“2, “1” and “0”

gains) on vection in depth strength ratings (0-100). Error bars depict +/- 1

standard error of the mean. ...................................................................................... 108

Figure 18. The effect of additional display lags (0 ms, 50 ms, 100 ms and 200 ms)

on subjective lag ratings (0-100). Error bars depict +/- 1 standard error of the

mean. ............................................................................................................................ 110

Figure 19. Effect of combined horizontal head and horizontal display oscillation

on vection in depth strength ratings (0-100) as a function of both display gain

(either at the same or twice the amplitude expected from the subject’s head

movements) and phase (either in-phase with, out-of-phase with, or unaffected

by, the subject’s head movements). Error bars depict +/- 1 standard error of the

mean. ............................................................................................................................ 124

Figure 20. Effect of horizontal head oscillation coupled with depth display

oscillation on vection in depth strength ratings (0-100) as a function of display

gain (either at the same or twice the amplitude expected from the subject’s head

movements). Error bars depict +/- 1 standard error of the mean. ....................... 125

Figure 21. Vection in depth strength ratings (0-100) for in-phase and out-of-

phase same (horizontal head-and-display) axis and orthogonal (horizontal head,

depth display) axis conditions as a function of display gain (either at the same

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or twice the amplitude expected from the subject’s head movements). Error

bars depict +/- 1 standard error of the mean. ......................................................... 126

Figure 22. Effect of head-and-display oscillation, both along the depth axis, on

vection in depth strength ratings (0-100) as a function of display gain (either at

the same or twice the amplitude expected from the subject’s head movements)

and phase (either in-phase with, out-of-phase with, or unaffected by, the

subject’s head movements). Error bars depict +/- 1 standard error of the mean.

....................................................................................................................................... 127

Figure 23. Effect of physical depth head oscillation coupled with horizontal

display oscillation on vection in depth strength ratings (0-100) as a function of

display gain (either at the same or twice the amplitude expected from the

subject’s head movements). Error bars depict +/- 1 standard error of the mean.

....................................................................................................................................... 128

Figure 24. Vection in depth strength ratings (0-100) for in-phase and out-of-

phase same (depth head and display) axis and orthogonal (depth head and

horizontal display) self-motion axis conditions as a function of display gain

(either at the same or twice the amplitude expected from the subject’s head

movements). Error bars depict +/- 1 standard error of the mean. ....................... 129

Figure 25. Average physical head movement amplitudes (cm) for same- and

orthogonal-axis horizontal and depth head-and-display oscillation conditions.

Error bars depict +/- 1 standard error of the mean. ............................................... 130

Figure 26. Effect of in-phase depth same-axis, out-of-phase depth same-axis and

depth orthogonal-axis oscillation on the strength of sideways vection (0-100) as

a function of gain (either same or twice the amplitude expected from the

subjects head movements). Note that the depth-head-and-display conditions

generated no sideways vection. Error bars depict +/- 1 standard error of the

mean. ............................................................................................................................ 134

Figure 27. Effect of in-phase horizontal same-axis, out-of-phase horizontal

same-axis and horizontal orthogonal-axis oscillation on the strength of

sideways vection (0-100) as a function of gain (either same or twice the

amplitude expected from the subjects head movements). Error bars depict +/- 1

standard error of the mean. ...................................................................................... 135

Figure 28. The set-up for Experiments 7 and 8. ..................................................... 152

Figure 29. Effect of jittering and non-jittering displays during active walking

and passive viewing conditions for treadmill and/or display specified forward

speeds of 4 km/h (left) and 5 km/h (right) on vection in depth strength ratings

(0-100). Error bars depict +/- 1 standard error of the mean. ................................. 155

Figure 30. The effect of display type (jittering or non-jittering) and subject

activity (active treadmill walking or passive viewing) for expanding optic flow

(top) or contracting optic flow (bottom) displays simulated at either 4 km/h

(left) or 5 km/h (right) on vection in depth strength ratings (0-100). Error bars

depict +/- 1 standard error of the mean. .................................................................. 160

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Figure A1. Effect of the different active head oscillation conditions at varying

display amplitudes (same or twice the amplitude of the joystick movements)

and directions (in-phase or out-of-phase with the joystick movements) on

vection in depth strength ratings. Error bars depict +/- 1 standard error of the

mean. ............................................................................................................................ 230

Figure A2. Effect of passive display oscillation (at the same and twice the

amplitude as one’s physical head movements) on vection in depth strength

ratings compared to passive no oscillation conditions. Error bars depict +/- 1

standard error of the mean. ...................................................................................... 231

Figure A3. Effect of active in-phase oscillation (at the same or twice the

amplitude as one’s physical head movements), passive oscillation (at the same

or twice the amplitude) and active out-of-phase oscillation (at the same or twice

the amplitude) on vection in depth strength ratings. Error bars depict +/- 1

standard error of the mean. ...................................................................................... 232

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List of Abbreviations

FOE Focus of expansion

FOC Focus of contraction

GOFR Global optical flow rate

ER Optical edge rate

VAE Vection after-effect

MAE Motion after-effect

VOR Vestibular-ocular reflex

OFR Ocular following response

OKR Optokinetic response

OOR Otolith-ocular reflex

PET Positron emission tomography

PIVC Parieto-insular vestibular cortex

fMRI Functional magnetic resonance imaging

MLE Maximum likelihood estimation

VR Virtual reality

HMD Head mounted display

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THESIS OVERVIEW

This thesis investigates the effect of consistent and inconsistent multisensory

stimulation on illusory self-motion (or vection) in depth using active, moving

observers.

Thesis motivations and aims

The main motivation of this thesis on vection was to further understand

how the different senses interact under varying self-motion situations. This

thesis compared the vection in depth induced in active, moving (self-generated

self-motion) and physically stationary observers. When seated or treadmill

walking the subjects’ tracked head movements were either updated

(jittering/oscillating self-motion) or not updated (constant velocity self-motion)

into the simulated display. Only a few studies have examined vection in

actively moving observers (i.e. observer-generated self-motion); most studies

have examined vection in either physically stationary or passively moved

observers (i.e. externally-generated self-motion). Under these all-or-none

multisensory conflict situations, studies have tended to show that vection is

robust to multisensory conflict and that vision dominates most self-motion

situations. By using actively moving observers, this thesis was able to

systematically manipulate the level of multisensory conflict to better

understand how the senses might interact during vection. The three main aims

of this thesis were to:

(i) Examine the effects of consistent and inconsistent multisensory

stimulation on vection in depth and how this might be

explained by existing theories on multisensory interactions

during self-motion;

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(ii) Examine the effect of active movement on vection in depth as

opposed to stationary viewing in two different self-motion

contexts (seated head movements and forward treadmill

walking);

and

(iii) Examine the robustness of the viewpoint jitter/oscillation

advantage for vection under varying self-motion situations.

This research has important implications for both real-world and virtual

self-motion applications. First, this research will provide a better understanding

of how the senses might interact during vection and how the perceptual system

might deal with varying (novel) multisensory conflict situations (both subtle

and extreme). Second, this research will provide insights into important

considerations for training simulators and augmented-reality applications that

require the illusion of self-motion. With an increasing number of training hours

performed on virtual reality training simulators, this thesis examines some

important factors that may need consideration when developing these

applications. Further, understanding the effect of head-coupled virtual

environments and multisensory stimulation on vection might facilitate the

accurate transfer of training skills from virtual to real-world self-motion

situations.

Thesis structure

This thesis is presented as style II: thesis by publication. The thesis is

divided into nine chapters, including four introductory chapters, four empirical

chapters and a general discussion chapter. All empirical chapters of this thesis

have been published as peer reviewed journal articles. Experiments from this

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thesis have also been published as conference abstracts (for further information

see the ‘publications from thesis’ section).

Chapters 1 through 4 provide an introduction to the thesis topic. They

examine relevant research and provide a context for the aims of the thesis. Here

I present: (1) an overview of the senses to self-motion perception; (2) an

introduction to the concept of vection and factors affecting this experience in

stationary observers as well as the viewpoint jitter/oscillation advantage for

vection; (3) previous research examining active observers and important

considerations for using head-and-display motion; and (4) the effect of

consistent and inconsistent multisensory stimulation and how these self-motion

situations might be explained by existing accounts for multisensory interactions

during self-motion and vection.

Chapter 5 is the first empirical chapter. This chapter examined the effect

of consistent and inconsistent multisensory stimulation on vection in depth in

active seated and stationary seated observers. In these experiments, subjects

were asked to move their heads from side-to-side or fore-aft and the

perspective information from these head movements was either updated

(jittering self-motion displays) or not updated (non-jittering constant velocity

displays) into the self-motion display in ‘real-time’. This chapter examined the

effect of varying the relationship between subjects’ head-and-display motion to

further investigate the viewpoint jitter/oscillation advantage for vection. This

chapter was also interested in whether consistent visual-vestibular stimulation

enhances vection in depth while seated compared to inconsistent visual-

vestibular stimulation or vision-only information about self-motion. We

examined more subtle multisensory conflict situations than most previous

research where both the visual and non-visual senses indicated that the

observer was moving, but the nature of this visual-vestibular stimulation was to

some degree inconsistent (such as the specified direction or amplitude of self-

motion).

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Chapter 6 is the second empirical chapter and examined a potentially

more extreme situation of multisensory conflict during active seated head

movements. For the first time in a vection study, this chapter examined the

effect of temporal conflicts (in the form of added display lag) between the

subjects physical head motion and updating these movements into the self-

motion display as simulated head motion. This chapter has particular relevance

to dynamic virtual reality simulators and applications that require the illusion

of self-motion.

Chapter 7 is the third empirical chapter. This chapter re-examined the

effect of updating active seated subjects’ physical head movements in either an

‘ecological’ or a ‘non-ecological’ direction to their physical head movements

(side-to-side or fore-aft) on vection in depth. In addition, this chapter examined

a potentially more extreme spatial multisensory conflict situation in which

simulated head motion was updated along the same or an orthogonal axis to

subjects’ physical head motion (for example, physical fore-aft head oscillation

was updated as either depth display oscillation or horizontal display

oscillation).

Chapter 8 is the fourth and final empirical chapter. This chapter

examined the effect of treadmill walking on vection in depth, which would

generate active vestibular, proprioceptive and somatosensory information

about self-motion. Only a couple of studies have examined the effect of

treadmill walking on vection and the findings of these studies have been

contradictory. For the first time in a treadmill walking study, this chapter

examined the effect of synchronised head-and-display motion on vection in

depth, which would provide visual information consistent with head

perturbations produced by gait during forward treadmill walking. Previous

vection studies examining treadmill walking have only used smooth constant

velocity self-motion displays – i.e. these studies did not update subjects’

physical head movements into the self-motion display to simulate consistent 3-

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D head jitter during treadmill walking. Similar to the seated head movement

thesis chapters, this chapter was interested in whether consistent multisensory

information about self-motion during forward treadmill walking increases

vection in depth compared to inconsistent multisensory information about this

experience.

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1 OVERVIEW OF THE SENSES TO SELF-MOTION

PERCEPTION

As we move through the world, a stream of sensory information informs

the brain about the nature of our self-motion relative to the environment. Visual

information is often sufficient for the perception of self-motion; however, the

non-visual senses (vestibular, somatosensory and proprioceptive and, to a

lesser degree, auditory information) also play an important and often

understated role in this perception. This chapter discusses the role of the

different senses to self-motion perception and is divided into two main sub-

sections: (i) visual information about self-motion; and (ii) non-visual

information about self-motion.

1.1 Visual information about self-motion

Assuming the environment is adequately lit, the visual system is often

thought to dominate the perception of self-motion as it is the only sense that

can register all forms of body movement (Dichgans & Brandt, 1978; Johansson,

1977; Lee & Lishman, 1975; Lishman & Lee, 1973; Warren, 1995). The visual

system can effectively register active self-motion (i.e. voluntary, self-generated

movement), such as natural walking or running, as well as passive self-motion

(i.e. movement generated by another person or object) such as a passenger in a

car or train. The visual system can also register rotary self-motion, such as

driving along a curved road or spinning around in a chair, and linear

acceleration, such as driving along a highway without bends. Unlike the

mechanical non-visual senses, the visual system can register both constant

velocity (zero acceleration) self-motion, such as driving along in a car at a

uniform speed, and accelerating self-motion, such as stopping and starting in a

car (i.e. situations where there is ‘jerk’ due periods of acceleration or

deceleration). However, the visual system is primarily sensitive to constant

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velocity self-motions or low temporal frequency stimulation (i.e. below ~1 Hz –

Berthoz, Pavard, & Young, 1975; Previc, 2003). Vision is also the only sense

(apart from audition) that can provide anticipatory and prospective information

about self-motion, which is important for predicting consequences and guiding

future movements (particularly when navigating through often cluttered

environments).

1.1.2 How do we derive visual information about self-motion?

Optic flow is the main cue for visual self-motion perception1. J. J. Gibson

introduced the term ‘optic array’ in 1950 as part of his theory of ‘direct’

perception2 (see Wertheim, 1994, for a review). The optic array is generally

defined as a pattern of emitted and reflected light from the different surfaces,

textures and contours of the environment centred at a point of observation.

However, the optic array exists independently of the observer’s eye/retina. It is

generally described as a spherical projection (i.e. 360˚) onto an imaginary

surface (Cutting, 1986; Warren, 1995). Each point or vector in the array is

thought to reflect light differently from its neighbours providing a uniquely

textured surface at each point of observation (Gibson, 1950, 1966, 1979 – see

Figure 1). When an observer moves through the environment, this generates a

perspective transformation of the optic array, known as optic flow (Gibson, 1950,

1966 - see Figure 2). For example, from Figure 1, you can see that as the

observer moves from a seated to a standing stance, this generates a different

geometrical arrangement of the environmental layout of objects relative to the

1 It should be noted, however, that optic flow is not necessary for the visual detection of self-

motion (see Loomis et al., 2006; Macuga et al., 2006). 2 Gibson’s ecological theory (also known as Gibsonian or direct perception) asserts that

perception is spontaneous and direct. It assumes that all information for veridical perception is

available in the environment and does not require any internal or top-down processing (see

Gibson, 1972, 1979).

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observer. This optic flow is projected onto the back of the retina 3 (i.e. an

incomplete sphere – the retinal array is only a partial copy of the optic array –

Gibson, 1966). Gibson (1954, 1979) proposed that the optic flow pattern can

provide information about: (i) an observer’s self-motion through the

environment; (ii) object-motion relative to the observer; and (iii) the three-

dimensional layout of the environment. In his theory, Gibson (1958, 1979)

emphasised the importance of observer movement, or action. He suggested that

aspects of the optic flow could be used to control and guide an observer’s self-

motion and these invariant features or possibilities for action (what Gibson,

1977, called affordances) are clearest with active exploration of the array

(Gibson, 1958, 1979).

Figure 1. A representation of the perspective transformation of the optic array.

When one moves from a seated to a standing position, this creates a perspective

change in the optic array giving rise to optic flow, which can potentially

provide a rich source of information about an observer’s self-motion through

the environment. Taken from J. J. Gibson, 1979, The Ecological Approach to

Visual Perception.

3 As light from the surrounding environment enters through the eye, all point-wise distance

information is lost and only the angular position of environmental points is preserved (Gordon,

1965).

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1.1.3 Global patterns of optic flow

Observer motion produces global optic flow. When the observer moves

through a stationary environment, this movement produces a pattern of radial

optic flow of projected points along their different meridians (see Figure 2). All

points radiate outward from the FOE (the focus of expansion) of this optic flow,

which coincides with the observer’s eventual destination point (based on

his/her current self-motion). This then grades into parallel flow and converges

inward at the FOC (the focus of contraction) of the optic flow (the FOC is the

point that the observer is moving directly away from – Gibson, 1950, 1966, 1979).

Assuming an evenly cluttered environment, optic velocities are lowest at these

two foci (velocity is equal to zero) and increase with increasing distance (or

eccentricity) from the line of movement. Thus, environmental objects appear to

move faster when they are closer to the viewer as opposed to further away (also

known as ‘motion parallax’ – see Gibson, Gibson, Smith, & Flock, 1959;

Helmholtz, 1925).

It is important to note that the retinal flow field is not the same pattern

everywhere, but rather the perceived geometric structure depends on the

observer’s movement and/or gaze within the array (see Warren, 2003, for a

review). For example, if an observer simply translates along a straight path

while keeping their head and eyes fixed in the direction of heading (FOE), the

resulting retinal flow pattern is a radially expanding flow field consistent with

forward linear translation. If the observer were now to walk backwards while

fixating the FOC then the resulting flow pattern would be a radially contracting

flow field consistent with backward linear translation. Furthermore, if the

observer were to fixate on an object perpendicular to the direction of heading,

then this would generate a different type of flow pattern, a lamellar (parallel)

flow pattern consistent with sideways movement. However, rotation of the

observer, such as turning the head and/or eyes to track or fixate an object,

further complicates this situation by producing additional rotational retinal

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flow (Gibson, 1950; Lappe, Bremmer, & van den Berg, 1999; Warren, 1998).

Pitch (up-down) and yaw (left-right) eye movements generate vertical or

horizontal lamellar flow patterns and roll eye movements about the line of sight

are suggested to generate rotary flow patterns (Warren, 2003). Most self-motion

situations generate a combination of translational and rotational retinal flow

and the resulting flow pattern is thought to be a vector sum of these two

components (Warren, 1998, 2003).

Figure 2. A spherical representation of the structure of an optic flow field. The

bird’s heading (FOE) is represented by the arrow. Taken from J. J. Gibson, 1966,

The Senses Considered as Perceptual Systems (p 161).

1.1.4 Using optic flow for self-motion perception

Gibson, Olum, and Rosenblatt (1955) proposed that, as long as the

environment is adequately lit, invariant features within the structure of the

optic array could be used to guide and control our self-motion relative to the

environment (Gibson termed the process of picking up invariant information

from optic flow as visual kinesthesis). Based on optic flow information alone,

Gibson (1979) proposed that observers could perceive the current nature of self-

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motion (e.g. direction and speed) as well as anticipate future consequences (e.g.

time-to-contact).

Gibson (1979) noted that the direction of self-motion (or heading) could

be estimated by localising the FOE (for comprehensive reviews see Warren,

2003, and Lappe, Bremmer, & van den Berg, 1999). For simple linear translation

without rotation of the head or eyes, studies (Royden, Banks, & Crowell, 1992;

Warren, Morris, & Kalish, 1988; Warren & Hannon, 1988) have shown that

observers are very accurate at determining their heading from purely optic flow

information (within 1-2 degrees of error). During head and eye rotation,

however, without the addition of extra-retinal cues, heading becomes more

complicated to solve based on purely optic flow information (referred to as the

‘rotation problem’ – see Royden, Crowell, & Banks, 1994; Crowell, Banks,

Shenoy, & Andersen, 1998). Although several studies have found that the

‘rotation problem’ can be solved through purely visual mechanisms (Cutting,

Springer, Braren, & Johnson, 1992; Li & Warren, 2000, 2002; Telford, Howard, &

Ohmi, 1995; Warren, 1976; see Hildreth & Royden, 1998, for a review),

observers are shown to make larger heading errors when the FOE is not directly

visible (Warren et al., 1988). In addition, Gibson (1979) suggested that, once

heading is known, optic flow could provide anticipatory and prospective

information about time-to-contact. Extending on Gibson’s work, Lee (1974,

1976) showed that time-to-contact could be optically specified using the

changing size of an object on the back of the retina and quantified as the inverse

of the optical rate of this expansion.

Research suggests that we judge our speed of self-motion based on optic

flow using two potential sources of information. First, the global optical flow rate

(GOFR), which provides information about the speed of self-motion, scaled in

eye height units squared. The overall velocity of the optical flow is inversely

proportional to the altitude of the observer above the ground (observed by

Gibson et al., 1955, and later extended on by Warren et al., 1988). Second, the

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optical edge rate (ER), which is based on the number of edges that pass a

stationary reference point (i.e. car window) per second (Denton, 1980; Larish &

Flach, 1990; Flach, Junaid, & Warren, 2004; Owen & Warren, 1987). The global

optical flow rate cue is typically thought to be more useful as it is sensitive to

changes in altitude (while the latter is not; Warren & Hannon, 1990) and can be

used to judge both relative and absolute speeds of self-motion (Warren et al.,

1988). Studies tend to show, however, that we are not very accurate at judging

the absolute speed of self-motion using solely optic flow information (Denton,

1966; Hoffman & Mortimer, 1996; Larish & Flach, 1990) and that non-visual

senses are important for accurately perceiving the speed of self-motion (Semb,

1969; Evans, 1970).

1.1.5 The source separation problem: segregating object- and self-motion using

optic flow

In addition to the aforementioned problems in processing optic flow for

the direction and speed of self-motion, one major problem for the visual system

is the source separation problem (see DeAngelis & Angelaki, 2012, for a review)

where transformations of the optic array can be produced by either self-motion,

object-motion or a combination thereof (Brandt, Dichgans, & Koenig, 1973;

Gibson, 1954; see Harris, 1994, for a comprehensive review). Thus, in order to

successfully estimate aspects of self-motion (such as direction and speed),

observers must first accurately “parse” this flow into self-motion and object-

motion components (Royden & Hildreth, 1996; Gibson, 1954; Warren &

Saunders, 1995; Warren & Rushton, 2007, 2009a, 2009b). Gibson (1950, 1954)

noted one basis for making this distinction is that self-motion tends to result in

global transformations of the array, while object or environmental motion tends

to result in local transformations of the array; however, this is not always the

case, for example, eye movements and eye blinks can further complicate this

situation by generating global transformations of the optic flow (see Section 3.1

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- Banks et al., 1996; Crowell et al., 1998; Royden et al., 1992; see also Harris,

1994). Although this problem can be solved through purely visual mechanisms

(Gibson, 1950; Rushton & Warren, 2005; Warren & Rushton, 2007, 2008), extra-

retinal information that arises from the non-visual systems may help

disambiguate optic flow information, potentially leading to more precise

estimates of self-motion (MacNeilage, Zhang, DeAngelis, & Angelaki, 2012;

Wallach, 1987; Wexler, 2003; Wexler, Panerai, Lamouret, & Droulez, 2001;

Wexler & van Boxtel, 2005).

1.2 Non-visual information about self-motion

Although visual information might be sufficient for the perception of

self-motion, as highlighted above, there are limitations/complications in

processing optic/retinal flow. Studies have suggested, however, that these

limitations might be overcome by making use of available non-visual

information about self-motion (Harris, 2009; MacNeilage et al., 2012; Ohmi,

1996). The sections below discuss the potential contribution of the non-visual

(vestibular, somatosensory, proprioceptive and auditory) senses to the

perception of self-motion.

1.2.1 The vestibular system

The vestibular system is commonly described as the primary organ of

equilibrium and has three main functions (see Angelaki & Cullen, 2008, for a

comprehensive review): (i) to provide a subjective sensation of movement and

displacement in 3-D space based on changes in head position (Guedry, 1974;

Benson, Spencer, & Scott, 1986; and Benson, 1982, for a review); (ii) assist

proprioception in the maintenance of upright body posture and balance during

self-motion (Lackner & DiZio, 2005; Ricco & Stoffregen, 1988); and (iii)

coordinating and stabilising the eyes in space during head movements (see

Howard, 1986, and Robinson, 1981, for reviews). Specifically, the vestibular

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system controls a number of ocular reflexes, such as the vestibular ocular reflex

(or VOR), which allows the stable fixation of objects during active head

movements.

1.2.1.1 The detection of self-acceleration: The vestibular apparatus

Of particular relevance to the current thesis, the vestibular system plays

a vital role in the detection of self-acceleration (both passive and active) through

the vestibular apparatus located in the bony labyrinth of the inner ear (see

Figure 3).

Figure 3. The labyrinth of the inner ear.

The vestibular apparatus is comprised of two main components: the

otolith organs and the semicircular canals. The otolith organs are specialised for

translational (linear) acceleration, whereas the semicircular canals are

specialised for rotational (angular) acceleration4 (for a comprehensive review on

vestibular anatomy and physiology see Wilson & Melville Jones, 1979).

Together the semicircular canals and otolith organs provide information about

movement in each of the six degrees of freedom permitted in three-dimensional

4 Linear acceleration (m/s²) is a change in velocity with no change in direction and angular

acceleration (deg/s) is a simultaneous change in velocity and direction.

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space: three translations (left-right, up-down, fore-aft) and three rotations

(horizontal, vertical and depth).

The vestibular system is most responsive to intermediate and high

temporal frequency stimulation (0.1 to 7 Hz; particularly frequencies above 1

Hz) and least sensitive to low temporal frequencies (below 0.1 Hz – Benson,

Hutt, & Brown, 1989; Guedry, 1974). Thus, while the visual system is primarily

sensitive to low temporal frequency stimulation (< ~ 1 Hz), the vestibular

system is primarily sensitive to higher temporal frequencies (i.e. > 1 Hz - Diener

et al., 1982; Mellvill-Jones & Young, 1978; van Asten et al., 1988). Unlike the

visual system, however, the vestibular system is unable to distinguish between

travelling at a constant velocity (i.e. zero acceleration) and remaining stationary

(Angelaki, Wei, & Merfeld, 2001; Benson, 1990; Lishman & Lee, 1973). For the

vestibular system, these two situations are mechanically identical without

periods of acceleration or deceleration. For example, when a car takes off from

zero velocity this initial acceleration in forward speed is registered by the

vestibular system (as well as other non-visual senses). However, when the car

reaches a constant velocity the vestibular system no longer provides any useful

information about this experience (as there is no force apart from gravitational

force – Howard, 1986; Robinson, 1981).

1.2.1.2 The semicircular canals (detection of angular acceleration)

There are three semicircular canals that are oriented orthogonally to one

another in order to sense head rotation in three-dimensional space (Guedry,

1974). The anterior (or superior) and posterior (or inferior) canals are oriented at

approximately 45 degrees between the sagittal (vertically divides the body from

left-right) and frontal planes (vertically divides the body from front-back),

whereas the horizontal (or lateral) canal is oriented along the transverse or

horizontal plane (horizontally divides the body from top-bottom – Blanks,

Curthoys, & Markham, 1975). The anterior and posterior canals are most

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sensitive to rotations along the vertical axis, such as performing a cartwheel,

and the depth axis, such as diving into a pool, while the horizontal canals are

most sensitive to rotations along the horizontal axis, such as spinning from side

to side in a chair. Although each semicircular canal is primarily sensitive to a

particular axis of rotation, they are suggested to effectively respond to any

direction of angular acceleration (Guedry, 1974; Howard, 1982). To do this the

semicircular canals use a push-pull system where each canal is paired with a

partner canal on the opposite side of the head (mirror images of each other).

When the head rotates, one side of the head is stimulated while the other side,

the partner canal, is inhibited (Howard, 1997).

At the end of each semicircular canal is a sensory epithelium containing

innervated hair cells that are embedded in a gelatinous mass, called the cupula

(Benson, 1990). Each semicircular canal is filled with fluid (endolymph), and

when the head turns, inertia causes the endolymph to move more slowly than

the head, generating relative fluid motion in the opposite direction to the heads

movement (coined the hydrodynamic concept by Mach & Beurer, 1873). As the

endolymph lags behind the head movement, this pressure deflects the cupula,

which bends the hair cells sending an electric signal to the brain (Rabbitt,

Damiano, & Grant, 2004). However, after a period of constant rotation (such as

rotating on a chair), the endolymph catches up to the movement of the canal

and the cupula is no longer affected, ceasing the sensation of angular

acceleration (Guedry & Lauver, 1961; Malcolm & Mellvill-Jones, 1970). In

mammals, the time constant for adaptation of the semicircular canals to

constant velocity rotation is 4-7 seconds (this time constant is longer in the dark

when there is no visual information provided about self-motion - Cohen, Henn,

Raphan, & Dennett, 1981; Curthoys, Blanks, & Markham, 1977; Oman, Marcus,

& Curthoys, 1987). As the semicircular canals are bi-directionally sensitive,

when rotation is finally stopped, the endolymph moves in the opposite

direction causing the hair cells to bend once again, this time in the opposite

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direction, causing an after-effect (the sensation of counter-rotation). Within

normal human frequency ranges, the deflection of the cupula is proportional to

the angular velocity of the head and not the angular acceleration (Mellvill-Jones

& Young, 1978).

1.2.1.3 The otolith organs (detection of linear acceleration)

The otolith organs consist of the utricle and saccule, which are two

structures responsible for detecting changes in the magnitude and direction of

linear head position with respect to gravity (Young et al., 1984; for reviews see

Benson, 1982, and Howard, 1982). Similar to the semicircular canals, the otolith

organs contain mechanical receptors (hair cells) that are embedded in a

gelatinous mass within a sensory epithelium, called the maculae (Benson, 1990).

These mechanical receptors respond to changes in both: (i) head angle (static or

gravitational forces) such as tilting the head from its upright position; and (ii)

linear acceleration (dynamic or inertial forces) such as forward acceleration in a

car (Guedry, 1974; Howard, 1982; Merfeld & Zupan, 2002). For example, when

the head undergoes a linear change from its upright position (such as head tilt),

this inertia exerts a force on the otolith organs that bends and depolarises the

hair cells, which send an electric signal to the brain. It is important to note that

the otolith organs are unable to distinguish between translational (linear

acceleration) and gravitational changes in head position; these are effectively

the same for the otolith organs and, thus, in the absence of visual information

about self-acceleration, linear acceleration is often misperceived as tilt (Previc,

1992; Wolfe & Cramer, 1970; see also Harris, 2009).

Unlike the semicircular canals, the neural response of the otolith organs

is approximately proportional to the linear acceleration of the head (Benson,

1990). The magnitude of acceleration is determined by the displacement of the

hair cells and the direction of acceleration is determined by directionally

sensitive hair cells. That is, similar to the semicircular canals, the otolith organs

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are polarised where a given head movement excites hair cells on one side of the

head, and inhibits corresponding hair cells on the other side of the head. By

considering the full population of hair cells, the otolith organs are suggested to

effectively register linear change in any direction (left-right, up-down, fore-aft).

When the head is upright, however, the maculae of the utricle are oriented

along the horizontal axis (orthogonal to gravity), while the maculae of the

saccule are oriented along the vertical axis (aligned with gravity - Guedry, 1974;

Howard, 1982). Thus, in an upright observer, the utricle is suggested to be

primarily sensitive to horizontal accelerations (left-right) while the saccule is

thought to be primarily sensitive to vertical accelerations (up-down, including

gravity), but can also sense accelerations in depth (fore-aft).

1.2.2 Proprioception

Proprioception (or kinaesthesia) detects motion and orientation based on

sensory neurons in the inner ear (cross over function with the vestibular

system) and movement and position of limbs and joints based on stretch

receptors located in the muscles, joints and ligaments. Specifically,

proprioception provides information about joint position and movements

within the joints and can register active self-motion and whole-body self-

acceleration (such as running or walking) based on the inertia of a person’s

limbs relative to a surface of support (Lishman & Lee, 1973). Importantly, it is

suggested that proprioception can register both actual and intended whole-

body movements and is, thus, directly related to motor control (see Harris et al.,

2002, for a review). Proprioception is thought to provide an internal

representation (i.e. efference copy) of expected or intended motion, which could

be important for motor planning, motor adaptation and sensory-motor

calibration and rearrangements (Lackner, 1981; Rock, 1966; Sperry, 1950; von

Holst & Mittelstaedt, 1950; Wallach, 1987; Wallach & Flaherty, 1975; see DiZio

& Lackner, 2002, for a review). For example, studies have shown that

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proprioceptive information provided during treadmill walking might modulate

the visually perceived speed of self-motion (Barlow, 1990; Durgin, Gigone, &

Scott, 2005; Lackner & DiZio, 2000; see Durgin, 2009, for a comprehensive

review).

1.2.3 The somatosensory system

Similar to proprioception, the somatosensory system responds to body

movement sensations, such as muscle stretch, joint position and tendon tension;

however, this system also registers changes in cutaneous (skin) sensations, such

as touch, pressure, vibration and temperature (Forssberg & Hirschfeld, 1994;

Mittelstaedt, 1996). The somatosensory system can provide information about

both active and passive whole-body acceleration relative to a surface of support

based on the pressure and shear forces acting on the skin (Lee & Lishman, 1975).

For example, when an individual walks or runs, the somatosensory system

monitors the distribution of weight over the feet. This information can

potentially be used to calculate self-acceleration relative to the ground based on

pressure and shear forces acting on the skin (Lishman & Lee, 1975). Similarly,

when accelerating forward in a car, the somatosensory system can calculate

whole-body acceleration based on the pressure and force of an individual’s

back and buttocks relative to the seat (generated by inertia and vibrations from

the vehicle).

1.2.4 The auditory system

The auditory system, to a lesser degree, is also thought to provide

information about self-motion, particularly when visual information is not

available (Dodge, 1923; Hennebert, 1960; Lackner, 1977; Marme-Karelse & Bles,

1977; Riecke, Väljamäe, & Schulte-Pelkum, 2009; Riecke, Schulte-Pelkum,

Caniard, & Bülthoff, 2005d; Väljamäe, Larsson, Västfjäll, & Kleiner, 2008; for a

review see Väljamäe, 2009). This system is thought to use mechanoreceptors

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located in the cochlea (see Figure 3) that respond to the frequency and

amplitude of vibration and sound waves in the air (Dodge 1923). Using this

information, the listener can register changes in the overall intensity as well as

inter-aural time and intensity differences (Blauert, 1997; Dodge 1923).

Furthermore, the listener could use this information to spatially localise the

distance and direction of sound sources and derive prospective information

about self-motion (Dodge, 1923; Kapralos, Zikovitz, Jenkin, & Harris, 2004;

Lackner, 1977). However, it should be noted that most auditory contributions to

the perception of self-motion have been shown to be minimal when visual

information about this experience is accessible (Larsson, Västfjäll, & Kleiner,

2004; Lackner, 1977).

1.3 Summary and conclusions

In this chapter, I discussed the different senses (both visual and non-

visual) that can contribute to the perception of self-motion relative to the

environment. Even though vision can provide all forms of self-motion, the non-

visual senses can also provide potentially useful and important information

about self-motion, particularly about self-acceleration at intermediate to high

temporal frequencies. For example, although the visual system can resolve both

accelerating and constant velocity optic flow components to self-motion, it is

primarily sensitive to low temporal frequencies (i.e. below ~1 Hz) and constant

velocity self-motions (Berthoz et al., 1975; Pervic, 2003). The vestibular system,

on the other hand, is primarily sensitive to intermediate and high temporal

frequency stimulation (particularly frequencies > 1 Hz), but is unable to

distinguish between constant velocity self-motion and remaining stationary.

Furthermore, the vestibular system is primarily sensitive to accelerations of the

head and neck, while the proprioceptive and somatosensory systems are

sensitive to whole-body self-accelerations. Thus, both visual and non-visual

senses are limited in their ability to unambiguously register self-motion. The

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limitations of each modality, however, could be overcome by combining

different sources of information, which might provide a more accurate

perception of self-motion.

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2 VECTION IN STATIONARY OBSERVERS

Vection is the subjective experience (or sensation) of self-motion.

However, it is typically used to refer to visually induced illusions of self-motion.

It has long been known that vection can be visually induced in physically

stationary observers and typically this vection will occur in the opposite

direction to the visual motion stimulus5 (Andersen, 1986; Helmholtz, 1867/1925;

Mach, 1875/1922). Helmholtz (1867) first described this type of vection while

standing on a bridge and looking at the flowing river down below. After a short

period of time, Helmholtz reported feeling as though he was moving in the

opposite direction to the actual direction of the flowing river and that the river

was now stationary (also see Wood’s, 1895, ‘haunted swing’ illusion). A

commonly recited example of vection in the literature is informally known as

the ‘train illusion’. This illusion results when an observer is sitting on a

stationary train and the train next to he/she pulls out of the station. In this

situation, observers typically experience illusory self-motion in the opposite

direction to the neighbouring trains motion. That is, similar to the example

above, the observer feels as though they are moving and that the train next to

them is stationary.

The first laboratory experiments on vection were performed by Mach

(1875) using an optokinetic drum consisting of a rotating cylinder with black

and white vertical stripes on its inner surface. In an optokinetic drum,

participants either sit or stand at the centre of the surrounding apparatus and

the drum is rotated around the stationary observer. Mach (1875) found that

when the drum was rotated about the stationary observer’s vertical axis, he/she

eventually perceived an illusory sensation of self-rotation in the opposite

5 Vection can be induced through means other than vision (see Nordahl et al., 2012, or Nilsson

et al., 2012, for haptically induced self-motion and Väljamäe, 2009, for a review on auditory

vection) and does not always occur in the opposite direction to the inducing stimulus (see

Nakamura & Shimojo, 2003, on ‘inverted vection’).

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direction to the drum’s motion. In 1922, Mach was also successful in inducing

illusory self-translation using a large endless belt covered in an alternating

striped pattern, which moved horizontally across two rollers. After a few

seconds, subjects felt as though they were moving in the opposite direction to

the moving belt and that the belt was now stationary.

2.1 Types of vection

Despite early descriptions by Helmholtz (1867/1925) and experiments by

Mach (1987/1922), it was not until 1930 that Fisher and Kornmüller gave these

observations the name ‘vection’. Fisher and Kornmüller (1930) coined two

specific terms for vection that are still used today: (1) linear vection which refers

to visually induced self-translation; and (2) circular (or yaw) vection which

refers to visually induced self-rotation about an observer’s vertical axis. Much

of the early research focused on circular vection as this was easier to induce in a

laboratory setting (i.e. using a physical optokinetic drum set-up similar to that

used by Mach, 1875). However, self-rotation can also be induced around an

observer’s line of sight (also known as roll vection; see Dichgans, Held, Young,

& Brandt, 1972; Young, Oman, & Dichgans, 1975), and around an observer’s

horizontal axis (also known as pitch vection; see Dichgans et al., 1972; Young et

al., 1975).

This thesis examines linear vection, which has been induced in

physically stationary observers using a number of different methods. These

include, but are not limited to: (i) a moving belt similar to that used by Mach

(1922; see Johannson, 1977); (ii) translating a suspended room or cart (see Lee &

Aronson, 1974; Lishman & Lee, 1973); or more recently (iii) a projection of

moving points of light on a large visual display (Palmisano, Allison, & Pekin,

2008; Palmisano, Burke, & Allison, 2003; Palmisano, Gillam, & Blackburn, 2000).

Depending on the method or display used, linear vection can be induced along

the depth (fore-aft), horizontal (leftward-rightward) or vertical (upward-

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downward) self-motion axes. Vection studies have typically found that both

linear (Lishman & Lee, 1973) and circular (Brandt et al., 1973; Brandt, Wist, &

Dichgans, 1971) vection can be subjectively indistinguishable from real self-

motions. However, pitch and roll vection have not been shown to be

subjectively indistinguishable from real self-motions (Dichgans et al., 1972;

Young et al., 1975). Both pitch and roll vection have been reported to induce a

continuous feeling of induced self-motion, but only a limited experience of self-

displacement (Dichgans et al., 1972; Young et al., 1975).

2.2 Time course for vection

Studies have shown a similar time course for linear and circular vection.

This time course has been described as involving three main perceptual stages

(Brandt et al., 1973; Dichgans et al., 1972; Dichgans & Brandt, 1978; Held,

Dichgans, & Bauer, 1975; Howard, 1986; Mergner & Becker, 1990; Young et al.,

1975; Wertheim, 1994; Wong & Frost, 1978). In the initial stage, the observer

correctly perceives that he/she is stationary and that the visual surround is

moving (i.e. the observer perceives the rotating drum to be moving and that

they are physically stationary). After a few seconds, however, the observer

begins to perceive that he/she is accelerating, typically in the opposite direction

to the inducing stimulus. For example, Brandt et al. (1973) showed that

observers experienced a period of perceived acceleration in the opposite

direction to the rotating drum’s motion, while the drum appeared to be moving

at an increasingly slower rate. In the final stage, after a period of viewing the

inducing stimulus (typically about 8-18 seconds), the observer perceives their

optic flow as being entirely due to self-motion (known as saturated vection) and

that the inducing stimulus is now stationary (i.e. no object/environmental

motion). Importantly, the time course for vection is influenced by a number of

different factors (see Sections 2.5 and 2.6) and onset latencies are often thought

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to depend on the interaction between available visual and vestibular

information about self-motion.

2.3 Measurement of vection

There are several different methods for recording vection, most of which

are subjective, self-report measures. For example, previous studies have

commonly examined the strength, intensity, or magnitude of vection, as well as

its latency to onset and duration (e.g. Andersen, 1986; Telford & Frost, 1993).

Several vection studies have also examined the perceived speed and direction

of vection as well as vection after-effects6 (e.g. Mohler, Thompson, Riecke, &

Bülthoff, 2005; Kim & Palmisano, 2008; Palmisano, 2002). Some, such as

Carpenter-Smith, Futamura, & Parker (1995), have criticised the subjective

nature of the above methods. A number of studies have attempted to develop

more objective measures, such as recording postural adjustments (i.e. postural

sway) induced by optic flow during vection (Kelly, Riecke, Loomis, & Beall,

2008; Kuno et al., 1999; Palmisano, Pinniger, Ash, & Steele, 2009; Stoffregen,

Bardy, Merhi, & Oullier, 2004) or using speed nulling 7 techniques (see

Palmisano & Gillam, 1998). Studies have shown that subjects sway more when

optic flow is perceived to be due to self-motion as opposed to when it is

perceived to be due to object-motion (Lishman & Lee, 1975; Kuno et al., 1999;

Thurrell & Bronstein, 2002; Edwards & Ibbotson, 2007; Palmisano et al., 2009).

However, subjects can experience vection without postural sway (and vice

versa), thus, by itself, postural sway is not an effective measure for vection

(Warren, 1995). As well as using behavioural measures, a number of recent

studies have also examined neurological underpinnings for vection showing

6 Vection after-effects (VAE) can occur in the same or the opposite direction to a motion after-

effect (MAE) after prolonged viewing of a visual stimulus (Brandt, Dichgans, & Büchele, 1974;

Seno, Ito, & Sunaga, 2010). 7 Subjects were asked to use a hand control to adjust the speed of chair rotation in the same

direction as drum rotation to the point where he/she felt stationary. A reading of the chair

speed was taken from the tachometer as an additional measure of illusory self-motion.

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that this experience can be linked to processes in the brain (Brandt, Bartenstein,

Janek, & Dieterich, 1998; Deutschländer et al., 2002; 2004; Kleinschimdt et al.,

2002; Kovács, Raabe, & Greenlee, 2008; Previc et al., 2000). However, as yet, the

precise location of brain areas involved in the experience of vection is still

uncertain.

The current thesis focusses on the strength of the vection experience,

which is an effective and well-recognised measure used by several previous

studies (Kim & Palmisano, 2008; 2010; Nakamura, 2010; Nakamura & Shimojo,

1998, 1999; Palmisano et al., 2004; 2007; 2008; 2009; Telford, Spratley, & Frost,

1992). To measure the strength of vection most vection studies tend to use the

method of magnitude estimation (Lipetz, 1971). Here subjects are asked to rate

(either mechanically or verbally) the strength of their vection experience on a

rating scale, which typically ranges from 0-100 (see Palmisano, Allison, Kim, &

Bonato, 2011, for a review of vection studies that have used similar methods).

The method of magnitude estimation assumes that an observer is able to

indicate the degree of his/her perceived self-motion by displacing a joystick or

by generating a numerical estimate to indicate the perceptual intensity of

his/her vection experience (Mohler et al., 2005). These subjective judgements are

typically made compared to a standard reference stimulus that the subject is

shown at the beginning of each self-motion trial. Subjects are asked to make

their ratings relative to this standard stimulus, which acts as a reference for the

subject’s estimations about his/her experience and a control to the experimental

manipulations.

2.4 Factors affecting vection in stationary observers

Here I discuss factors that have been reported to affect the induction and

experience of vection in physically stationary observers, including both lower-

level stimulus factors and higher-level, cognitive factors. Of particular

importance to this thesis, this section also introduces the viewpoint jitter and

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oscillation advantage for vection and three recent and likely explanations for

this advantage.

2.5 Low-level physical stimulus factors

Since the first descriptions of vection by Helmholtz (1867), several low-

level physical stimulus characteristics have been suggested to affect this

experience. While I discuss a number of relevant physical stimulus factors

below, several other lower-level stimulus factors are suggested to affect this

experience, such as: display luminance (Berthoz et al., 1975; Leibowitz,

Rodemer, & Dichgans, 1979), refractive error (Leibowitz et al., 1979), display

and/or object colour (Bonato & Bubka, 2006; Nakamura, Seno, Ito, & Sunaga,

2010; Seno, Sunaga, & Ito, 2010), and pattern/stimulus complexity (Bonato &

Bubka, 2006).

2.5.1 Area of retinal stimulation

In an early study, Andersen and Braunstein (1985) showed that vection

could be induced using display sizes as small as 7.5 degrees. Despite this, most

researchers agree that larger displays (i.e. greater than 30 degrees in diameter)

tend to generate more convincing and compelling vection than smaller

displays8 (i.e. less than 30 degrees in diameter; Brandt et al., 1973; Lestienne et

al., 1977 Johannson, 1977; Telford & Frost, 1993).

2.5.2 Retinal eccentricity

A number of early studies suggested that the advantage for larger areas

of visual stimulation was due the peripheral visual field dominating the

8 A study by Riecke, Schulte-Pelkum, and Bülthoff (2005b) suggested that the type of device

used (head mounted display vs. curved projection screen) might be more important than the

area of retinal stimulation (or field of view). Riecke et al. (2005b) showed that a large (180º)

curved projection screen produced better turn execution performance on a rotation task even

when the area of retinal stimulation was modified so that it was comparable to that of the HMD

(30º x 40º).

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perception of self-motion (known as the peripheral dominance hypothesis - Berthoz

et al., 1975; Brandt et al., 1973; Brandt, Wist, & Dichgans, 1975; Dichgans &

Brandt, 1974; Lestienne, Soechting, & Berthoz, 1977; Johansson, 1977). However,

it is now clear that centrally mediated vection can also produce compelling

illusions of self-motion (see Palmisano et al., 2011, for a review). Hence, more

recent studies tend to conclude that both the central and peripheral visual fields

play important, yet different, roles in the perception of self-motion (Howard &

Heckmann, 1989; Post, 1988; Telford & Frost, 1993; Warren & Kurtz, 1992; see

also Andersen & Braunstein’s, 1985, extension of the ‘ambient-focal hypothesis’

for self-motion perception).

2.5.3 The size and density of moving/stationary display elements

Increasing the density of moving elements/contrasts in a display has

been shown to enhance the strength of both linear (Andersen & Braunstein,

1985) and circular (Brandt et al., 1975; Dichgans & Brandt, 1978) vection. For

example, Brandt et al. (1975) showed that circular vection improved (shorter

onsets, faster perceived velocities) as the density of moving objects within the

visual field increased, but only up until a certain point (up to 120 spots) at

which vection was found to plateau.

Vection is shown to be facilitated by larger moving elements compared

to smaller moving elements (Brandt et al., 1975; Reason, Mayes, & Dewhurst,

1982) and inhibited by the addition of stationary elements in proportion to their

density (Brandt et al., 1975). However, stationary elements have also been

shown to facilitate vection, depending on their actual or perceived location in

depth (Brandt et al., 1975; Howard & Howard, 1994; Telford & Frost, 1993; see

also Section 2.5.5).

Studies have also shown that stimulus spatial frequency has a significant

effect on linear (Berthoz et al., 1975; Sauvan & Bonnet, 1995) and circular (de

Graaf, Wertheim, Bles, & Kremers, 1988; Palmisano & Gillam, 1998) vection. For

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example, Palmisano and Gillam (1998) reported a complex interaction between

spatial frequency and retinal eccentricity for circular vection. Central vision was

shown to produce the most compelling vection for high spatial frequency

stimulation while peripheral vision produced more compelling vection for low

spatial frequency stimuli.

2.5.4 3-D depth and coherent display information

There is some evidence that 3-D depth information in a self-motion

display might enhance vection (Andersen & Braunstein, 1985; Palmisano, 1996,

2002). For example, early on Andersen and Braunstein (1985) suggested that

radial flow displays induced more compelling experiences of vection by

making radial flow appear more 3-D (based on simulated dot speed and

density). Furthermore, Palmisano (1996, 2002) showed that adding stereoscopic

depth cues significantly increased forward linear vection; but only when these

cues were consistent with the provided monocular depth information about

self-motion.

2.5.5 Foreground-background display relationships

Studies have shown that background stimuli or the more distant

stimulus might act as a reliable reference to self-motion and, thus, facilitate

vection (Ohmi & Howard, 1988; Ohmi, Howard, & Landolt, 1987; Howard &

Heckmann, 1989; Nakamura & Shimojo, 1999; Telford, Spratley, & Frost, 1992).

Presenting a static background behind a moving foreground can impair vection

whereas the opposite situation, presenting a static foreground in front of a

moving background, can facilitate vection (Brandt et al., 1975; Howard &

Howard, 1994; Seno, Ito, & Sunaga, 2009; Telford & Frost, 1993). Furthermore, it

has also been shown that when presenting two different stimulus patterns

moving in opposite directions, the direction of circular vection is dominated by

the more distant (background) stimulus (Ohmi & Howard, 1988; Ohmi et al.,

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1987; Howard & Heckmann, 1989; Nakamura & Shimojo, 1999). Thus, this effect

does not appear to depend on actual (or absolute) depth and distance

information9 (Ohmi et al., 1987; Telford et al., 1992). For example, using two

superimposed displays, Ohmi et al. (1987) showed that circular vection was

governed by the part of the display that was perceived to be most distant (even

when the perceptually more distant display was physically nearer than the

perceptually less distant display).

2.5.6 Direction of induced self-motion

As noted in Chapter 1, although the otolith organs can effectively

register all linear self-motions (vertical, horizontal and fore-aft), they are

aligned so that the saccule is primarily sensitive to self-motions along the

vertical axis while the utricle is primarily sensitive to self-motion along the

horizontal axis (at least in upright observers - Howard, 1986; Benson et al.,

1989). In accordance with this, studies by Giannopulu and Lepecq (1998) and

Kano (1991) found shorter onset latencies for linear vection along the vertical

(upward-downward motion) compared to the depth (forward-backward

motion) axis in stationary upright subjects. Furthermore, Telford and Frost

(1993) found that upright subjects had shorter latencies for vertical than for

horizontal (rightward and leftward) vection.

Vection asymmetries have also been shown in the direction of self-

motion within individual body-axes. For example, Kano (1991) found that

upward vection resulted in shorter vection latencies than downward vection.

Similarly, Bubka, Bonato, and Palmisano (2008) found that backward self-

motion (contracting optic flow) resulted in stronger vection than forward self-

motion (expanding optic flow) in seated upright subjects. In contrast to the

9 It has also been shown that relative motion (rather than absolute motion) between the

foreground and background of the display affects vection (see Howard & Howard, 1994, and

Nakamura, 2006).

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above studies, however, Giannopulu and Lepecq (1998) found that vection

onset latencies did not differ between opposite vections within each body-axis

for stationary upright observers. These authors found no difference between

upward and downward vection as well as no difference between backward and

forward vection.

2.5.7 Constant stimulus velocities

Most studies have shown that increases in stimulus velocity result in

proportional increases in perceived vection speed (Dichgans, Korner, & Voigt,

1969; de Graaf, Wertheim, Bles, & Kremers, 1990; Kennedy, Yessenow, & Wendt,

1972; Wist, Diener, Dichgans, & Brandt, 1975) and vection intensity/magnitude10,

at least up until a certain point (Allison, Howard, & Zacher, 1999; Brandt et al.,

1973; Lestienne et al., 1977; Dichgans & Brandt, 1978; Schulte-Pelkum, Riecke,

von der Heyde, & Bülthoff, 2003; Howard, 1986; Riecke, Schulte-Pelkum,

Avraamides, & Bülthoff, 2004). For example, using a rotating drum (capable of

speeds up to 360°/s), Brandt et al. (1973) found that the perceived velocity of

self-rotation (circular vection) was linear and roughly equal to that of a moving

display, but only up until a saturation point (drum speeds up to 90-120°/s).

When drum velocities exceeded 120°/s, the subjective velocity of circular

vection remained approximately constant even at the highest drum speeds.

Similar findings have been shown for linear vection, with early research

tending to show vection saturation speeds of about 1 m/s (Andersen, 1986;

Berthoz et al., 1975; Telford & Frost, 1993). However, it should be noted that

some more recent studies show evidence for higher linear vection saturation

speeds in stationary observers. For example, Palmisano and Chan (2004)

showed that simulated display forward speeds of 5 m/s produced significantly

10 It should be noted that Andersen and Braunstein (1985) showed that the duration of vection

decreased with increasing stimulus velocity. However, this effect appeared to be mediated by

the visual angle, or area of stimulation, as there was an overall decrease in induced self-rotation

with larger stimulus areas, particularly at higher visual speeds.

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higher vection strength ratings than simulated display forward speeds of 2.5

m/s.

2.5.8 Accelerating stimulus velocities

As the visual system is most sensitive to low temporal frequency

stimulation (see Section 1.1), most early studies suggested that vection was

better when it was induced by motion stimuli with low temporal frequencies,

with a cut-off in the gain of vection magnitude at around 0.5 Hz (Andersen,

1986). Although the visual system is thought to be most sensitive to low

temporal frequencies, recent studies (Palmisano et al., 2000; 2003; 2008) have

shown enhancements in vection strength for displays simulated at much higher

temporal frequencies (even > 1 Hz).

2.5.9 Simulated viewpoint jitter and oscillation

Interestingly, studies have shown an advantage for displays containing

an additional simulated acceleration component to self-motion. For example,

Palmisano and colleagues (2000; 2003; 2007; 2008; 2009) showed that adding

simulated viewpoint jitter (random, broadband simulated head perturbations

capped at 15 Hz) or oscillation (periodic 0.14 or 0.3 Hz simulated head

perturbations) to constant velocity radial optic flow strengthened vection

compared to viewing a non-jittering/oscillating pure constant velocity optic

flow (known as the ‘viewpoint jitter and oscillation advantage’ for vection; see

Figure 4). This advantage has also been shown using constant velocity 2-D

lamellar optic flow displays (as opposed to the 3-D radial optic flow displays –

see Nakamura, 2010).

It is possible that this simulated viewpoint jitter/oscillation advantage is

due to low-level stimulus factors, as it appears to be immune to experimental

instructions and demands (see Palmisano & Chan, 2004) and robust to changes

in the amplitude (see Palmisano et al., 2000, expt. 2; Palmisano et al., 2008) and

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frequency (see Palmisano et al., 2000, expt. 3; see Palmisano et al., 2008) of the

simulated viewpoint jitter and/or oscillation. However, it is also possible that

this advantage could be due (at least in part) to higher-level factors (see Section

2.6).

Figure 4. Effects of adding jitter/oscillation to radial optic flow: (left) radial optic

flow simulating constant velocity self-motion in depth; (middle) jittering radial

optic flow – radial optic flow with combined with simulated random horizontal

viewpoint jitter; (right) oscillating radial flow – radial optic flow combined with

simulated horizontal viewpoint oscillation. Taken from Palmisano et al. (2008).

2.6 Cognitive or higher-level factors

In addition to lower-level stimulus factors, recent studies have also

shown that higher-level cognitive factors affect vection (Riecke et al., 2005a;

2005e; 2006b; 2006c; see Riecke, 2009, 2010, for comprehensive reviews). A

number of early studies (e.g. Berthoz et al., 1975; Mergner & Becker, 1990;

Lackner, 1977) mentioned the possible effect of higher-level cognitive factors on

the experience of vection, but did not directly examined these factors. In the

sections below, I discuss some relevant higher-level cognitive factors and the

potential influence of these factors, if any, on the viewpoint jitter/oscillation

advantage.

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2.6.1 Possibility of actual motion and observer expectations

Studies have shown that the possibility of actual motion or knowledge of

‘moveability’ can affect vection in both children (Lepecq, Giannopulu, &

Baudonniere, 1995) and adult (Palmisano & Chan, 2004; Wright, DiZio, &

Lackner, 2006; Riecke et al., 2005e; Schulte-Pelkum, 2008, expt. 3; Schulte-

Pelkum, Riecke, & Bülthoff, 2004) subjects (see Riecke, 2009, for a review). For

example, using children of two age groups (an older group aged 11 and a

younger group aged 7), Lepecq et al. (1995) assigned subjects to a movement

possible group (moveable chair on rollers) and a movement impossible group

(room fixed chair). Before the experiment, the subjects were allowed to

experience that the chair was either fixed (movement impossible condition) or

moveable (movement possible condition). Lepecq et al. (1995) found that

children assigned to the movement possible group experienced vection earlier

(shorter vection onset times), but there was no difference in the occurrence of

vection between the two groups. Similarly, using adult subjects, Wright et al.

(2006) showed a significant increase in the compellingness (but not the latency

or amplitude) of perceived self-motion when subjects sat in an apparatus

capable of large linear motions as opposed to an earth-fixed chair. Contrary to

these studies, Palmisano and Chan (2004) showed a significant increase in both

the occurrence and experience of vection (e.g. shorter onset times and longer

durations) when subjects were biased toward experiencing self-motion (i.e.

asked to rate perceived self-motion) as opposed to object-motion (i.e. asked to

rate perceived object-motion) for constant velocity optic flow displays.

Importantly, however, these authors showed that displays simulating

viewpoint jitter were unaffected by this cognitive manipulation.

2.6.2 Attention and task demands

It has recently been suggested that attention may modulate an observer’s

experience of vection (Kitazaki & Sato, 2003; Trutoiu et al., 2008; Seno, Ito, &

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Sunaga, 2011b). For example, using two overlaid patterns of coloured dots

either moving up or down, Kitazaki and Sato (2003) showed that vection was

more often consistent with the non-attended stimulus. Similarly, Trutoiu et al.

(2008) found that vection was enhanced when subjects did not pay attention to

the vection-inducing stimulus (i.e. when subjects were performing an attention

demanding working memory task). In contrast, however, Seno et al. (2011b)

showed that increases in attentional load inhibited vection, suggesting that

vection induction might require attentional resources. Although several studies

suggest that attention can modulate vection, it remains unclear whether

attention directly influences vection or indirectly influences this experience

through mediating factors.

2.6.3 Natural and realistic visual scene motion

Recent studies have also shown that more natural scene motion can

facilitate vection (Bubka & Bonato, 2010; Riecke et al., 2004; Riecke et al., 2005a;

2005c; 2006b; 2006c; see Riecke, 2009, for a review). For example, Riecke et al.

(2005a) found that displays simulating more natural scenes, such as a familiar

market place, resulted in more compelling vection than displays simulating

abstract geometric patterns (such as alternating black and white stripes or a 3-D

cloud of dots). Riecke and colleagues (2005a; 2005c; 2006b; 2006c) have also

shown that more globally consistent scenes result in more compelling vection

than unnatural (upside down) and globally inconsistent (sliced or scrambled)

scenes11. Similarly, Seno et al. (2009, expt. 5) demonstrated that when shapes of

a motion area (face, apple, human figure) were more likely to be perceived as

objects, vection was inhibited (i.e. vection was stronger when these shapes were

inverted and, thus, more difficult to identify as objects than when they were

11 These authors also showed that more natural and globally consistent visual scenes increase

spatial presence (i.e. the feeling of ‘being there’) in the virtual visual environment and that this

feeling might mediate the experience of vection.

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upright). Furthermore, Lécuyer, Burkhardt, Henaff, & Domikian (2006) showed

that adding simulated head oscillation to radial flow displays significantly

increased reported sensations of walking (relative to non-oscillating displays).

Consistent with these findings, Bubka and Bonato (2010) found that simulated

realistic gait information about self-motion (pre-recorded corridor walking)

resulted in significantly shorter vection onset times and longer vection

durations than displays containing no simulated gait information (i.e.

comparable pre-recorded videos of ‘smooth’ self-motion produced by a rolling

cart).

2.7 Potential explanations for the viewpoint jitter/oscillation advantage for

vection

As already noted, the viewpoint jitter/oscillation advantage could be

explained by lower-level stimulus factors, higher-level cognitive factors or a

combination of the two. A number of behavioural and physiological

explanations have been proposed over the last decade to account for the

viewpoint jitter/oscillation advantage (for a full list of possible explanations for

this advantage see Palmisano et al., 2011). Here I discuss some of the more

recent (and likely) explanations that are relevant to the current thesis, including

viewpoint jitter and oscillation: (i) increases the perceived rigidity of a display;

(ii) increases retinal slip from eye movement under-compensation; and (iii) is

more ecological.

2.7.1 Viewpoint jitter makes the display appear more rigid

One possible reason for the viewpoint jitter and oscillation advantage is

that it increases the perceived rigidity of a self-motion display. Nakamura

(2010) reported a linear relationship between perceived display rigidity and

vection strength ratings for oscillating self-motion displays, suggesting that

increases in perceived display rigidity increase vection strength ratings. That is,

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vection weakened as the coherence of the (orthogonal) horizontal display

oscillation decreased and amplitudes became more non-uniform. Nakamura

(2010) proposed that the addition of incoherent dots within the self-motion

display could have acted as noise, which might have first decreased the

perceived rigidity of the visual stimulus and, as a result, vection strength.

Nakamura (2010) also showed that coherent orthogonal display oscillation

resulted in higher perceived rigidity than coherent parallel display motion,

concluding that this could also account for the vection advantage for

orthogonal display oscillation (compared to parallel display oscillation).

Similarly, using vertically moving gratings, Seno, Nakamura, Ito, and Sunaga

(2010) demonstrated that the addition of orthogonal static components

increased perceived rigidity (and vection strength) while the addition of

oblique and parallel static components decreased perceived display rigidity

(and vection strength). Contrary to this hypothesis, however, Palmisano, Kim

and Freeman (2012) showed that both fixation point oscillation (which would

not increase the rigidity of the display) and simulated viewpoint oscillation

increased the vection induced by radial flow (i.e. higher strength ratings,

shorter onsets and longer durations).

2.7.2 Viewpoint jitter increases retinal slip

When a subject views translational scene motion along the frontal-plane,

he/she will perform specific eye-movements, known as ocular following

responses (OFRs). These OFRs are elicited at ultra-short latencies to help

maintain stable vision during translational scene motion. The effectiveness of

these OFRs and the degree of retinal slip and/or retinal motion from eye

movement under-compensation has been shown to affect vection (Kim &

Palmisano, 2010; Palmisano & Kim, 2009). Thus, another potential explanation

for the viewpoint jitter and oscillation advantage is that these displays generate

scene motion that cannot be completely compensated for by OFRs and lead to

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more retinal slip than constant velocity optic flow displays. Consistent with this

hypothesis, Kim and Palmisano (2010) found that increases in vection strength

were contingent upon decreases in OFR velocity, which would lead to greater

levels of retinal slip.

According to this explanation, the viewpoint jitter and oscillation

advantage should be enhanced by stationary fixation, as the suppression of

OFRs should increase retinal slip. Consistent with this prediction, Tarita-Nistor,

Gonzalez, Spigelman, and Steinbach (2006) showed that lamellar flow was

more compelling when observers fixated a stationary target as opposed to free-

viewing conditions without the presence of a fixation target. Furthermore,

Palmisano and Kim (2009) showed that alternating one’s gaze from the centre to

the periphery of the visual display produced marked vection enhancements for

both oscillating and purely radial flow patterns (compared to stable central

gaze). These authors concluded that this ‘gaze shifting advantage’ was most

likely due to increased levels of retinal slip that would have been produced by

subjects making saccades from the centre to the periphery of the self-motion

display.

2.7.3. Viewpoint jitter is more ecological

As mentioned earlier, several recent studies have shown that more

natural scene motion can increase vection compared to less natural scene

motion (Riecke et al., 2005a; 2006b). Therefore, a popular explanation for the

viewpoint jitter/oscillation advantage is that this information is more natural or

‘ecological’ compared to pure radial (or lamellar) optic flow. For example, when

one walks or runs, this self-motion not only generates whole body forward

movements, it also generates smaller-scale ‘bob’, ‘sway’ and ‘lunge’ movements

and, thus, radial optic flow rarely occurs in the real-world (Cutting et al., 1992;

Hirasaki, Moore, Raphan, & Cohen, 1999; Lécuyer et al., 2006). It is, therefore,

suggested that jittering or oscillating flow might tap into visual processes

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normally used to perceive self-motion from naturally occurring patterns of

optic flow (Palmisano et al., 2000).

As noted earlier, this proposal is supported by studies showing that

vection and the sensation of walking are enhanced by presenting realistic

simulated gait information to stationary observers (as opposed to smooth

forward velocity information about self-motion – Bubka & Bonato, 2010;

Lécuyer et al., 2006). Unlike the ‘rigidity hypothesis’, this ‘ecological’ account

for the viewpoint jitter/oscillation advantage for vection could explain some of

the asymmetrical effects for simulated viewpoint jitter/oscillation on vection

and postural sway (Palmisano et al., 2009). It is important for future research to

further test this ‘ecological’ account by inducing vection under more natural

and/or realistic self-motion situations, which is a consideration of the current

thesis.

2.8. Summary and conclusions

This chapter introduced the concept of vection and examined factors

affecting this experience in stationary observers, including both lower-level

stimulus factors and higher-level cognitive factors. Although a number of

studies have shown that the visual system is most sensitive to low temporal

frequency stimulation, more recent studies have consistently shown that

vection is strengthened by adding a periodic or random component of

acceleration to a constant velocity radial (or lamellar) optic flow display

(compared to viewing a pure constant velocity optic flow display). This

advantage for vection has been shown to be immune to varying experimental

tasks and demands and remarkably robust to changes in the amplitude and

frequency of the simulated viewpoint jitter/oscillation. One aim of current

thesis was to further examine the robustness of this viewpoint jitter/oscillation

advantage across a range of ‘ecological’ and ‘non-ecological’ self-motion

situations.

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3 LINEAR VECTION IN ACTIVE OBSERVERS

Another aim of the current thesis was to explore linear vection in active,

moving observers compared to physically stationary observers. In the current

thesis, active, moving observers refers to situations in which the observer actively

generates their own self-motion as opposed to viewing self-motion displays

while physically stationary. Very little research has examined (linear) vection in

active, moving observers (self-generated self-motion), even though this

situation could be considered more ‘ecological’ and would provide additional

non-visual information about self-motion. This chapter discusses important

considerations for using synchronised head-and-display motion, which have

generally been overlooked by previous vection studies using active, moving

observers.

3.1 Vection and eye movements

Eye movements have been shown to affect vection over the years;

however, the relationship between eye movements and vection is still unclear.

Under normal viewing conditions (without instructions to fixate or direct gaze),

our eyes help maintain stable vision during head and scene movement by

performing compensatory eye movements (Busettini, Masson, & Miles, 1997;

Miles et al., 2004). For example, when viewing a moving stimulus, our eyes will

smoothly follow the stimulus until the eye reaches the end of its orbit and then

a fast reflexive eye movement will be performed in the opposite direction to

reset eye position (optokinetic reflex, or OKR). Studies examining circular

vection (Becker, Raab, & Jürgens, 2002; Fushiki, Takata, & Watanabe, 2000) and

sideways linear vection (Tarita-Nistor et al., 2006) have shown that suppressing

OKRs through stationary fixation facilitates vection compared to no stationary

fixation. However, other studies have shown that circular vection is sometimes

strengthened by staring or looking at a stimulus (Becker et al., 2002; Mergner,

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Wertheim, & Rumberger, 2000) or that vection in depth is increased by shifting

one’s gaze within a display (Palmisano & Kim, 2009). For example, as already

noted, Palmisano and Kim (2009, expt. 2) showed that alternating one’s gaze

from the centre to the periphery of their radial flow displays enhanced vection

in depth (compared to stable central gaze). Thus, vection does not appear to be

directly related to the performance of compensatory eye movements, but could

be due to other factors such the level of retinal slip and/or retinal motion during

vection.

3.2 Vection during passive physical observer motion

Despite the fact that perception and action are inextricably linked

(Gibson, 1966), most early vection studies used physically stationary observers,

in which there was no mechanical information about self-motion (e.g. Andersen

& Braunstein, 1985; Brandt et al., 1973; Telford & Frost, 1993; Young, Dichgans,

Murphy, & Brandt, 1973). There are, however, a few notable exceptions. Some

studies examined vection in passively-moved observers (e.g. Berthoz et al. 1975;

Lishman & Lee 1973; Pavard & Berthoz, 1977; Wright, DiZio, & Lackner, 2005).

For example, in an experiment by Lishman and Lee (1973), a suspended room

was moved back and forth while a subject in a trolley was either passively

moved or not moved. Although not linear vection, it should also be noted that a

couple of studies examining circular vection provided a brief period of physical

stimulation at the beginning of the self-motion trial to determine whether this

consistent vestibular stimulation increased circular vection (Wong & Frost,

1981; Melcher & Henn, 1981). For example, Wong and Frost (1981) provided

observers with a brief period of consistent non-visual acceleration at the

beginning of the optokinetic stimulation in the opposite direction to the

induced self-rotation. Vection onset times were found to be significantly shorter

when consistent non-visual stimulation was provided, but unaffected by

inconsistent non-visual stimulation (in the same direction as induced self-

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rotation). More recently, a study by Wright et al. (2005) also examined the effect

of passive oscillation on linear vection at varying visual and inertial amplitudes

using a vertical linear oscillation device. These authors showed that increasing

the amplitude of inertial oscillation strengthened linear vection, particularly

when this information about self-motion was combined with high visual

oscillation amplitudes.

3.3 Vection during active physical observer motion

It has not been until recently that studies have examined vection in

moving observers who were active (as opposed to passive) for the entire

duration of a self-motion trial (as opposed to just the beginning of the self-

motion trial). For example, a study by Riecke and Feuereissen (2012) showed

that active control of self-motion using a joystick had no effect on vection while

active control using a Gyroxus gaming chair (full-body motion control)

impaired vection12. Furthermore, recent studies have asked subjects to move

their heads side-to-side while viewing optic flow displays and this head

movement information was then updated into the self-motion display. For

example, Kim and Palmisano (2008) asked subjects to move their heads from

side-to-side in time with a computer-generated metronome (~1 Hz) and these

head movements were updated into the self-motion display in real-time. In

contrast with previous passive acceleration (Berthoz et al., 1975; Lishman & Lee,

1973; Wright et al., 2005) and brief active acceleration (Melcher & Henn, 1981;

Wong & Frost, 1981) studies, Kim and Palmisano (2008, 2010) have tended to

find that vection during active head movements is comparable to viewing these

same displays while physically stationary.

12 As subjects had no prior experience with the Gyroxus gaming chair, these authors suggested

that impairments during active control conditions were most likely due to increased attentional

demands.

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A couple of recent studies have also examined the effect of active

treadmill walking on vection. Similar to the above active seated vection

situations, these treadmill walking studies have also shown mixed and

somewhat contradictory findings. One study by Onimaru, Sato, and Kitazaki

(2010) presented expanding or contracting optic flow to subjects who walked

either forward or backward on an omnidirectional treadmill. These authors

found that latencies were longer when subjects walked in the same direction as

the simulated self-motion display than when they walked in the opposite

direction to this motion. A later study by Seno, Ito, and Sunaga (2011a) had

subjects view upward, downward, leftward, rightward, forward (expanding

optic flow) or backward (contracting optic flow) display motion while they

were either physically stationary or walking forwards on a unidirectional

treadmill. Vection induced while viewing upward, downward, rightward and

leftward self-motion displays resulted in longer latencies, shorter durations,

and smaller magnitude ratings during forward treadmill walking than

equivalent stationary viewing conditions. However, in contrast with Onimaru

et al. (2010), viewing expanding optic flow while walking forward (consistent

multisensory information about self-motion) produced stronger vection than

viewing contracting optic flow while walking forward (inconsistent

multisensory information about self-motion) and viewing expanding (or

contracting) optic flow while stationary (vision-only information about self-

motion). In addition to these two studies reporting contradictory findings, they

only simulated smooth constant velocity self-motion – instead of using

jittering/oscillating optic flow (see Section 2.5.8), which has been consistently

shown to improve vection and would be the norm/expected during walking.

This thesis re-examines the effects of forward treadmill walking on vection (see

Empirical Chapter 4), with the aim being to try to reconcile these conflicting

findings. Unlike these earlier studies, real-time head tracking was used in the

current thesis so that the observer’s own head jitter/oscillation could be

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incorporated directly into the optic flow display during forward treadmill

walking conditions.

3.4 Important considerations for simulated head-and-display motion

When examining active, moving observers, as opposed to physically

stationary observers, there are a number of important issues that need

consideration (see Hettinger, 2002, for a comprehensive review). In particular,

the relationship between a subject’s physical head movements and the

subsequent movement of the display might be important for accurate self-

motion perception, particularly in virtual environments. A fast commuting and

tracking system is needed to update observer’s physical head movements into a

simulated display with minimal time delay (Hettinger, 2002; Moss, Muth,

Tyrrell, & Stephens, 2010; Riecke, Nusseck, & Schulte-Pelkum, 2006a). It is

important that head movements are quickly and accurately updated into a

simulated self-motion display to minimise the possibility of unpleasant physical

symptoms that are often associated with exposure to virtual environments (Bles

& Wertheim, 2001; Hettinger & Ricco, 1992; Hettinger et al., 1990; Patterson,

Winterbottom, & Pierce, 2006). This thesis is interested in two particularly

important considerations that have been mostly neglected by previous studies

examining vection in active, moving observers: (i) the relationship between the

gain (amplitude) and the phase (direction) of an observer’s physical head

movement relative to the simulated head motion; and (ii) the time taken to

update an observer’s physical head movements into the self-motion display as

simulated head motion.

3.4.1 Gain and phase relationships between simulated head-and-display motion

For the purposes of the current thesis, visual gain refers to the degree (or

amplitude) of visual display movement relative to a subject’s physical head

movement. The phase is referred to as the angular difference (in degrees) in the

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direction of the physical head movement relative to the simulated movement of

the visual display. In real-world self-motion situations, head movements are

typically in-phase (i.e. ecological) with the movement of the visual scene. That

is, if the subject moved his/her head to the left, the visual scene would move to

the right, consistent with real-world self-motion situations. In virtual

environments, however, it is possible that visual gain and phase relationships

are not always the same as real-world self-motion situations. For example, it is

possible that observers can tolerate more or less visual gain relative to his/her

physical movements for simulated self-motion to feel natural/ecological (i.e.

comparable to real-world self-motion). For example, a study by Jaekl, Jenkin,

and Harris (2005) showed that visual gains that were greater than a subject’s

actual head movement (i.e. gain = 1.4) were generally rated as more

perceptually stable than equivalent gains.

Overall, few vection studies have directly examined the effect of the gain

and phase of physical head movements relative to the simulated display. Using

passively-moved observers, Wright et al. (2005) showed that increasing visual

amplitude (or gain) could either suppress or enhance vertical vection,

depending on the level of simulated inertial amplitude. As noted earlier, Kim

and Palmisano (2008) asked subjects to move their heads from side-to-side and

these movements were updated into the display in ‘real-time’ at an equal gain

(i.e. gain = 1) to the observers physical head movements. In a later study (Kim &

Palmisano, 2010), using a similar methodology, these authors simulated display

oscillation that was either in-phase/ecological (i.e. moved in the opposite

direction to subjects’ physical head movements) or out-of-phase/ecologically

inconsistent (i.e. moved in the same direction as subjects’ physical head

movements). Kim and Palmisano (2010) showed that the phase (or direction) of

the display had no effect on vection strength ratings; however, similar to their

previous study (Kim & Palmisano, 2008) gain was always equal to the observers

active head movements. Importantly, this thesis further examines both the gain

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and phase of subjects’ physical head movements relative to the simulated

display.

3.4.2 The possible effect of display lag on vection

Display lag in the current thesis is defined as the time it takes to update

the observer’s tracked physical movements (such as head movements) into the

virtual visual display. All head-tracking systems contain some unavoidable

time lag (i.e. baseline lag) between the observer’s physical head/body

movement and these movements being updated into the self-motion display.

Depending on the system, baseline display lags typically range between 60-250

ms (Moss et al., 2010). Additional display lag or temporal errors could lead to

perceived mismatches between the head motion and the visual display.

Importantly, no studies to date have examined the effect of display lag on

vection; however, several studies have shown that large display lags

(particularly above 250 ms) can have detrimental effects on a number of related

perceptual experiences. For example, previous studies have shown that display

lag can be detrimental to perceptual stability (Allison et al., 2001), depth

perception (Yuan, Sachter, Durlach, & Shinn-Cunningham, 2000), simulator

sickness (Draper, Viire, Furness, & Gawron, 2001), simulator fidelity (Adelstein,

Lee, & Ellis, 2003; Mania, Adelstein, Ellis, & Hill, 2004), virtual task

performance (Frank, Casali, & Wierwille, 1988; So & Griffin, 1995a), and

perceived ‘presence’ within a virtual display (Meehan, Razzaque, Whitton, &

Brookes, 2003). Therefore, when inducing vection in active observers using a

simulated environment, the temporal (as well as the spatial) relationship

between physical and simulated head motion should be an important

consideration.

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3.5 Summary and conclusions

This chapter discussed important considerations for examining vection

in active, moving observers (as opposed to stationary viewing). Most previous

research has focussed on vection in physically stationary observers. A number

of recent studies using stationary observers have shown that more natural or

‘ecological’ self-motion might facilitate vection as well as the possibility of

actual motion. Thus, it is possible that actively generated self-motion might be

considered more ‘ecological’ and facilitate vection. Despite this, previous active

seated studies have shown no difference between active and stationary viewing

conditions and the findings of previous treadmill walking studies appear to be

contradictory – one suggested that forward walking while viewing an

expanding optic flow display (ecological situation) facilitates vection while the

other reported that this same situation impaired vection. Importantly, however,

these previous active seated studies did not examine the effect of: (i) visual gain

– this was always proportional/equal (gain = 1) to subjects’ physical head

movements; and (ii) the degree or potential effect of display lag that would

have been inherent in their experimental set-up; and (iii) previous treadmill

walking studies have only examined constant velocity displays even though

jittering/oscillating displays might be more ecological and have consistently

been shown to facilitate linear vection in both active, moving and stationary

seated observers.

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4 THEORIES OF MULISENSORY INTERACTION FOR SELF-

MOTION PERCEPTION AND VECTION

In the previous chapter, I discussed that the research on vection in active,

moving observers: (i) has been fairly limited; and (ii) has not systematically

examined the importance of synchronising head-and-display motion. Another

particularly important reason for examining vection in actively moving

observers is that we can manipulate the multisensory information about self-

motion. As discussed in Chapter 1, there are a number of different senses that

provide information about the nature of one’s self-motion relative to the

environment. Several theories have been proposed to account for the interaction

of these senses during self-motion and vection. These theories have typically

been used to make predictions about the self-motion perceived by stationary

observers during inconsistent (or non-redundant) multisensory stimulation. In

addition to re-examining vection in stationary observers, this thesis also

compares the vection induced by consistent and inconsistent multisensory

information about active self-motion. This chapter is divided into three main

sections: (i) existing theories of multisensory interaction for the perception of

self-motion and vection; (ii) predictions for vection during inconsistent

multisensory stimulation in stationary observers; and (iii) predictions for

vection during consistent and inconsistent multisensory stimulation in active

observers.

4.1 Sensory conflict explanations of vection

Sensory conflict models of motion sickness and vection have been

frequently modified and refined over the years (see Palmisano et al., 2011, for a

review of sensory conflict theories). These sensory conflict models (Reason,

1978; Reason & Brand, 1975; Oman, 1982) were originally proposed to explain

the aetiology of motion sickness rather than understanding multisensory

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interactions, but they have also been used to make predictions about the

perception and control of self-motion, including vection. In general, these

theories suggest that inconsistent multisensory stimulation will impair vection.

For example, Zacharias and Young (1981) suggested a non-linear cue conflict

model to self-motion perception. These authors proposed that the visual and

vestibular self-motion senses are weighted based on their agreement or level of

conflict as well as the temporal frequency of the motion stimulation. According

to Zacharias and Young’s (1981) theory, the vestibular system is heavily

weighted during high temporal frequency self-motion stimulation and during

high conflict situations. On the other hand, the visual system is more heavily

weighted during low temporal frequency self-motion stimulation and during

low conflict situations.

This sensory conflict account of self-motion perception can explain the

empirically observed time course for vection. This account would suggest that

the reason observers experience a characteristic latency in the onset to vection

(see Section 2.2) is because of transient conflict generated between the visual

and vestibular systems when the observer first views an optic flow display. In

other words, the vestibular system should be stimulated at the beginning of

self-motion trial to indicate that one has accelerated away from zero velocity.

However, when the observer is stationary while viewing a dynamic optic flow

display, only the visual system registers that the observer is moving (the

vestibular system would indicate that the observer is physically stationary).

According to sensory conflict models, vection onset occurs when the observer

first perceives that he/she has reached constant velocity, in which the vestibular

system no longer provides any useful information about self-motion (see

Section 1.2.1.1).

A number of early empirical studies found support for sensory conflict

accounts to self-motion perception. For example, early studies showed that: (i)

circular vection can be destroyed by providing conflicting visual information

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about angular acceleration (Teixeira & Lackner, 1979; Young et al., 1973); (ii)

circular vection onset latencies are shorter when visual-vestibular inputs are

initially consistent – for example, providing a brief period of consistent

vestibular acceleration at the beginning of a self-motion trial was found to

improve circular vection (Brandt et al., 1974; Melcher & Henn, 1981; Wong &

Frost, 1981); (iii) subjects with higher vestibular sensitivity were shown to

experience longer vection latencies than those with lower vestibular sensitivity

(Lepecq et al., 1999); and (iv) vertical linear vection was shown to result in

shorter vection onset latencies than linear vection in depth – which was

suggested to be due to higher vestibular sensitivity and, thus, greater visual-

vestibular conflict along the depth axis (Bubka, Bonato, & Palmisano, 2008;

Giannopulu & Lepecq, 1998).

However, several more recent studies have shown evidence against

sensory conflict models to self-motion perception and vection. One strong case

against sensory conflict models is the viewpoint jitter and oscillation advantage

for vection discussed in Chapter 2 (see Section 2.5.9). That is, despite generating

substantial and sustained visual-vestibular conflicts, adding simulated

viewpoint jitter/oscillation to a constant velocity display has consistently been

shown to increase vection compared to viewing a pure constant velocity radial

(or lamellar) optic flow display (in which, according to sensory conflict models,

there should only be transient visual-vestibular conflict about self-motion).

Furthermore, studies have also shown that: (i) increasing conflicting inertial

information about self-motion can strengthen linear vection compared to

vision-only conditions (see Wright et al., 2009); and (ii) no difference in vection

induced during consistent visual-vestibular stimulation and vection induced

during inconsistent visual-vestibular stimulation about self-motion (Kim &

Palmisano, 2008, 2010).

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4.2 Visual dominance explanations of vection

Lee and colleagues (1974; 1975) suggested that the simplest solution to

conflicting self-motion situations was for vision to dominate this experience by

overriding input from vestibular, somatosensory and proprioceptive systems.

The visual dominance account for vection is supported by the fact that vection

can be induced in physically stationary observers through visual information

alone (Andersen, 1986; Helmholtz, 1867/1925; Mach, 1875/1922). A number of

early studies provided support for this theory showing that vision often

dominates self-motion perception when vestibular or mechanical information

about self-motion is conflicting (Lee & Lishman, 1975; Lee & Aronson, 1974;

Lishman & Lee, 1973). For example, Lishman and Lee (1973) used a ‘swinging

room’ apparatus where subjects were positioned in a moveable room on a

moveable trolley, both of which could move independently of each other.

Lishman and Lee (1973) showed that when the room and/or trolley provided

conflicting information about self-motion, the subject’s perceived self-motion

was always dominated by vision (the room’s motion) as opposed to mechanical

information (the trolley). While this hypothesis potentially explains why adding

simulated viewpoint jitter and oscillation to constant velocity optic flow

increases (rather than decreases) vection, it has difficulty accounting for the

empirically observed time course for vection – i.e. the initial delay in vection

onset when a physically stationary observer is first exposed to a large moving

optic flow display (Brandt et al., 1973; Dichgans & Brandt, 1978; Telford & Frost,

1993; Young et al., 1973; see also Section 2.2) and is generally considered too

simplistic to explain vection in all real/simulated self-motion situations (Wright

et al., 2005).

4.3 Modality appropriateness hypothesis and sensory capture

The modality appropriateness hypothesis has not specifically been tested

in the context of vection (this hypothesis is most commonly applied to audio-

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visual interactions such as the ventriloquist illusion – see Soto-Faraco et al.,

2002; Soto-Faraco, Kingstone, & Spence, 2003; Welch, DutionHurt, & Warren,

1986), but could also be used to explain other aspects of self-motion perception,

such as egocentric heading and distance judgements (Harris, Jenkin, & Zikovitz,

1999, 2000). The modality appropriateness hypothesis proposes that the sense

(not necessarily vision) that is most appropriate given a particular situation will

dominate or bias the perception of self-motion (see Welch & Warren, 1980). This

hypothesis suggests that the dominant sense will influence the other senses by

creating an illusory agreement between it and the conflicting senses (known as

‘sensory capture’). Unlike the visual dominance account (also known as ‘visual

capture’), vision will not always be the dominate sense during multisensory

self-motion stimulation; according to this explanation, other senses can also

dominate self-motion perception. For example, in an experiment by Harris,

Jenkin, and Zikovitz (1999, 2000), using a virtual reality helmet and moveable

cart, subjects’ were either: (i) passively moved in a cart at a constant velocity

through a virtual corridor (combined visual-vestibular performance); (ii)

simulated to move along the virtual corridor at a constant velocity without

physical cart movement (vision-only performance); or (iii) moved passively in

the cart at constant velocity without visual information about distance travelled

(vestibular-only performance). Harris et al. (1999, 2000) showed that during

combined visual-vestibular conditions, judgments about the perceived distance

travelled were biased toward vestibular information (known as ‘vestibular

capture’; see Harris and colleagues, 2002, for a review). That is, combined

judgements for distance travelled were much closer to vestibular-only

judgements than vision-only judgements for distance travelled.

Similar to sensory conflict models for self-motion and vection, however,

this hypothesis might also have difficulty accounting for why vection is

enhanced by adding simulated viewpoint jitter/oscillation to a constant velocity

display. For example, studies tend to show that the vestibular system is most

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sensitive and/or appropriate for high temporal frequency self-motions (Diener

et al., 1982; Melvill-Jones & Young, 1978; see also Section 1.2.1.1 and Section

2.5.8). Thus, according to the modality appropriateness hypothesis, the

vestibular system might dominate the perception of self-motion during vection

for jittering/oscillating self-motion displays. This would suggest that (visual)

vection might be biased toward vestibular information about self-motion,

which should impair (rather than strengthen) vection, particularly during

stationary viewing situations (i.e. where the vestibular system would indicate

that the observer is physically stationary).

4.4 Bidirectional inhibition: reciprocal inhibitory interaction

Similar to the modality appropriateness hypothesis, the reciprocal

inhibition hypothesis suggests that the sensory modality that is the most

appropriate or reliable for a given situation dominates the perception of self-

motion. That is, depending on the nature and type of stimulation, the

perception of self-motion could be dominated by either the vestibular/non-

visual input (head acceleration) or the visual input (visual display motion), or

both. However, unlike the modality appropriateness hypothesis, reciprocal

inhibition suggests that the dominant sense suppresses/inhibits information

coming from the subordinate sense rather than biasing this information into an

illusory agreement. Reciprocal inhibition between the visual and vestibular

systems provides a powerful way to shift the dominant sensorial weight from

one modality to another or to cancel out unnecessary or misleading sensory

information about self-motion (Brandt et al., 1998; Dieterich & Brandt, 2000).

For example, concurrent vertical vestibular stimulation while driving a car may

cause involuntary head movements that in turn provide vestibular information

that is inadequate and/or misleading with respect to the perception of self-

motion.

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The notion of reciprocal inhibition has been supported by a number of

behavioural (Berthoz et al., 1975; Dichgans & Brandt, 1978; Teixeira & Lackner,

1979; Wong & Frost, 1978, 1981) and neuropsychological studies (Brandt et al.,

1998; 2002; Kleinschmidt et al., 2002). For example, a behavioural study by

Wong and Frost (1981) showed that inconsistent vestibular stimulation had no

effect on vection onset latencies. These authors suggested that this was due to

visual-vestibular interactions arising from the contralateral vestibular

labyrinths. Furthermore, neuropsychological studies, for example, a position

emission tomography (PET) study (Brandt et al., 1998) and a functional

magnetic resonance imaging (fMRI) study (Kleinschmidt et al., 2002), have also

shown that visual stimulation during vection simultaneously activated the

visual cortex and associated areas and deactivated/inhibited the main

processing centre for vestibular inputs, the parieto-insular vestibular cortex (or

PIVC). The reverse situation, deactivation of the visual cortex during vestibular

stimulation, has also been shown by Wenzel et al. (1996) in a PET study using

caloric vestibular irrigation to activate the vestibular system. These authors

suggested that deactivation of the visual cortex during vestibular stimulation

might help stabilise the retinal image and suppress retinal slip/motion of the

visual scene during physical (or simulated) head movements.

However, there are also several studies that provide both neurological

(Deutschländer et al., 2004; Nishiike et al., 2002; Kovács et al., 2008) and

behavioural (Wright et al., 2005; Wright, 2009) evidence against the reciprocal

inhibition hypothesis. Importantly, studies have shown visual-vestibular

interactions in the cortex might be processed differently for linear vection than

circular (or roll) vection (Deutschländer et al., 2004; Kovács et al., 2008; Nishiike

et al., 2002). For example, Deutschländer et al. (2004) showed that roll vection

resulted in stronger deactivations of the vestibular system than linear vection.

Furthermore, in contrast with Brandt et al.’s (1998) findings and the reciprocal

inhibition hypothesis, Nishiike et al. (2002) showed that forward linear

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acceleration activated both the visual and the vestibular cortices for self-motion

perception.

4.5 Predictions for vection during inconsistent multisensory stimulation in

stationary observers

This thesis aims to re-examine the effect of inconsistent multisensory

stimulation (both transient and sustained) in physically stationary observers. It

will examine two situations of inconsistent multisensory stimulation about self-

motion during stationary viewing – constant velocity displays (which are

expected to provide transient visual-vestibular conflict/inconsistent information

about self-motion) and jittering/oscillating self-motion displays (which are

expected to provide sustained visual-vestibular conflict/inconsistent

information about self-motion). While the research outlined in this thesis is

exploratory in nature, I have tried to develop (often tentative) predictions based

on the four theories outlined above.

The sensory conflict account for vection would predict that

jittering/oscillating displays should impair vection compared to constant

velocity self-motion displays, as the former would generate more visual-

vestibular conflict than the latter. In contrast, the visual dominance account

would predict that conditions which provide transient and sustained

inconsistent visual-vestibular stimulation about self-motion might have little to

no effect on vection as the visual system should override these conflicts. If the

visual dominance account is valid, then vection might be strengthened by

jittering/oscillating self-motion displays compared to constant velocity self-

motion displays because the former display type would provide additional

visual information about self-motion. On the other hand, the modality

appropriateness hypothesis might predict that either the visual or the vestibular

system could dominate the perception of self-motion, depending on which

sense is more appropriate for the given situation. As noted earlier, this

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hypothesis does not necessarily predict that jittering/oscillating displays will

increase vection compared to constant velocity displays. Finally, reciprocal

inhibition might predict that inconsistent multisensory stimulation about self-

motion (both transient and sustained) will have an attenuated effect on vection.

This hypothesis might suggest that both transient and sustained inconsistent

multisensory stimulation about self-motion will not substantially impair

vection. However, similar to the modality appropriateness hypothesis, the

reciprocal inhibition hypothesis does not necessarily predict that

jittering/oscillating displays will increase vection compared to constant velocity

displays (particularly if vestibular/non-visual stimulation dominates this self-

motion experience).

4.6 Predictions for vection during consistent and inconsistent multisensory

stimulation in active observers

In addition to re-examining the effect of inconsistent multisensory

stimulation in physically stationary observers, this thesis also examines

consistent and inconsistent multisensory stimulation in active, moving

observers. The examination of multisensory interactions becomes more

complicated when using active, moving observers, as conflict between the

sensory systems is no longer all-or-none, but rather this sensory information

might differ in terms of the amplitude (gain) or the direction (phase) of the

simulated head oscillation relative to the actual, physical head oscillation. By

examining active, moving observers, this thesis was able to investigate some

novel inconsistent multisensory self-motion situations, which were expected to

generate either ‘subtle’ (e.g. conflicting multisensory information about the gain

or phase of self-motion) or more ‘extreme’ (e.g. conflicting multisensory

information about temporal relationships or the axis of self-motion) conflicts.

The thesis manipulated the relationship between the subjects’ physical and

simulated head movements, including gain and phase relationships (see

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Empirical Chapter 1), temporal relationships (see Empirical Chapter 2) and axis

relationships (see Empirical Chapter 3). We also examined the effect of

conflicting visual and biomechanical information about the simulated direction

of self-motion during forward treadmill walking (see Empirical Chapter 4).

Similar to predictions made for physically stationary observers, I have tried to

develop (tentative) predictions for active observers based on the same four

theories outlined in the above sections.

According to sensory conflict models for vection, both ‘subtle’ and more

‘extreme’ inconsistent multisensory conflicts should impair vection compared

to consistent multisensory stimulation and potentially vision-only constant

velocity stimulation about self-motion (in which there is only transient visual-

vestibular conflict). Furthermore, this theory might predict that ‘extreme’

multisensory conflicts should generate greater impairment than ‘subtle’

inconsistent multisensory conflicts.

On the other hand, visual dominance accounts for vection would predict

that both ‘subtle’ and more ‘extreme’ multisensory conflicts might have little to

no effect on vection (or at least less effect than that predicted by sensory conflict

models). If vision always dominates the perception of self-motion, then we

might expect similar vection to be induced by both consistent and inconsistent

multisensory self-motion situations.

Similarly, the modality appropriateness hypothesis might predict that, in

these (visual) vection scenarios, self-motion perception will be biased toward

visual information about self-motion (i.e. non-visual information about

perceived self-motion will be brought into agreement with visual information

about perceived self-motion) and, thus, vision-only self-motion situations might

produce similar vection to both consistent and inconsistent (both ‘subtle’ and

more ‘extreme’) multisensory self-motion situations. However, if the

stimulus/self-motion conditions favour the vestibular/non-visual (as opposed to

the visual) information about self-motion, then visual information about this

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experience might be downplayed or even ignored. If visual information about

self-motion were to be downplayed or ignored during (visual) vection, then this

could result in multisensory self-motion situations producing weaker vection

than vision-only self-motion situations.

Finally, the reciprocal inhibition hypothesis would predict that

depending on the nature of multisensory stimulation and the self-motion

situation, either visual stimulation, non-visual stimulation or both will

dominate the perception of self-motion. Similar to the modality appropriateness

hypothesis, this hypothesis might suggest that if vision is the dominant sense to

self-motion, then inconsistent multisensory stimulation about self-motion might

have an attenuated effect on vection (at least compared to that predicted by

sensory conflict models for self-motion perception). However, depending on

the dominant sense and the level of suppression (i.e. partial or complete), the

reciprocal inhibition hypothesis might predict that: (i) inconsistent multisensory

stimulation about self-motion might reduce vection (particularly if the

vestibular system dominates this experience) compared to vision-only self-

motion stimulation situations; and (ii) ‘extreme’ multisensory conflicts about

self-motion might reduce vection more than ‘subtle’ multisensory conflicts

about self-motion (or possibly vice versa – if conflicting non-visual information

is downplayed more in the former situation than the latter situation).

Additionally, unlike the modality appropriateness hypothesis, the reciprocal

inhibition hypothesis might predict that visual and vestibular/non-visual

stimulation will both dominate self-motion perception during consistent

multisensory stimulation about self-motion, which could (at least modestly)

increase vection compared to vision-only self-motion stimulation.

Importantly, the visual dominance account for vection does not predict

that sensory weightings for self-motion will vary depending on the type or

nature of self-motion (e.g. that sensory weightings could differ for active seated

head movement and active treadmill walking self-motion situations). In

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contrast, the modality appropriateness and the reciprocal inhibition hypothesis

would predict that sensory weightings for self-motion could differ between

active seated head movement and active treadmill walking self-motion

situations. Thus, the modality appropriateness and reciprocal inhibition

hypotheses might predict different vection experiences for active seated and

treadmill walking conditions, depending on the sense that dominates this

experience.

It should be noted that the modality appropriateness hypothesis and the

reciprocal inhibition hypothesis appear to make similar predictions for vection.

Although two different hypotheses, it is possible that reciprocal inhibition is the

mechanism underlying the modality appropriateness hypothesis, which could

potentially explain the resulting perceptual bias for one sense over the other

senses. Furthermore, not all of the aforementioned theories and/or hypotheses

make specific predictions about how multisensory interactions will affect

vection (particularly in active observers). Thus, once again, this thesis serves as

an exploratory examination of consistent and inconsistent multisensory

interactions during vection and the predictions provided in the above sections

are tentative.

4.7 Summary and conclusions

This chapter reviewed several existing multisensory interaction theories

for self-motion perception and vection. Based on these existing theories for self-

motion perception and vection, this chapter discussed predictions for: (i)

inconsistent multisensory stimulation in physically stationary observers; and

(ii) consistent and inconsistent multisensory stimulation in active, moving

observers. Most early vection studies tended to examine stationary observers in

which multisensory conflict is typically all-or-none (i.e. one sense suggesting

we are moving while the other indicates we are stationary). Under these all-or-

none multisensory conflict conditions, these studies typically concluded that

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either: (i) vision always dominates the perception of self-motion; or (ii)

multisensory conflict impairs the perception of self-motion. More recent studies,

however, show that this situation is more complicated than the above theories,

suggesting that weightings between the different senses might depend on the

self-motion situation and/or nature of stimulation. By using active, moving

observers, this thesis was able to manipulate the relationship between the

head/body and simulated display motion (gain, phase and lag) to better

understand how the senses might interact during vection.

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5 EMPIRICAL CHAPTER 1: DOES MULITSENSORY

STIMULATION ALTER VECTION DURING SEATED HEAD

MOVEMENTS?

Manuscript published in Perception

Ash A., Palmisano S., & Kim J. (2011). Vection in depth during consistent and

inconsistent multisensory stimulation. Perception, 40, 155-174 doi:

10.1008/p6837

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5.1 Introduction

Vision is able to provide information about many types of body

movement (active or passive, linear or rotary, constant velocity or accelerating

self-motions - Dichgans & Brandt, 1978; Johansson, 1977; Lee & Lishman, 1975;

Lishman & Lee, 1973). However, useful non-visual information about self-

motion is also provided by the vestibular, auditory, somatosensory and

proprioceptive systems (Benson, 1990; Johansson, 1977; Siegler et al., 2000). Of

these non-visual senses, the vestibular system of the inner ear appears to play a

particularly important role in self-motion perception. This sense is thought by

many to dominate the perception of self-acceleration (Benson, 1990), as it

appears to be more sensitive to high temporal frequency self-motions than

vision (i.e. 1Hz or greater; Berthoz et al., 1975; 1979; Melvill-Jones & Young,

1978; van Asten et al., 1988). However, unlike vision, the vestibular system

cannot distinguish between travelling at a constant linear velocity and

remaining stationary (Benson, 1990; Lishman & Lee, 1973).

Visually induced illusions of self-motion (or vection) have often been

used to explore the relationship between visual and non-visual self-motion

perception. Traditionally, it had been thought that conflicting non-visual

information about self-motion would always impair the experience of vection

(see Zacharias & Young’s, 1981, sensory conflict theory of vection). Therefore,

most vection studies have tended to use optic flow displays simulating constant

velocity self-motion as these are thought to produce only transient or minimal

visual-vestibular conflicts (Andersen & Braunstein, 1985; Palmisano, 1996, 2002;

Telford & Frost, 1993). Consistent with sensory conflict theory, Wong and Frost

(1981) showed that a brief period of acceleration that was consistent with the

simulated direction of self-rotation resulted in faster circular vection onset

times. Also consistent with sensory conflict theory, several studies have shown

that a brief period of acceleration in the opposite direction to the visually

simulated self-rotation can impair the experience of circular vection (Teixeira &

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Lackner, 1979; Young et al., 1973). However, in contrast to the latter studies

(and sensory conflict theory), Wong and Frost (1981) also found that circular

vection was unaffected by a brief period of acceleration in the opposite

direction (i.e. inconsistent vestibular stimulation) to the visually simulated

direction of self-rotation. Furthermore, Palmisano et al. (2000; 2003; 2008) found

that adding horizontal/vertical simulated viewpoint jitter to a radial flow

display simulating constant velocity self-motion in depth could significantly

increase the experience of vection in depth in physically stationary observers.

These vection improvements occurred even though this continuous display

jitter should have generated significant and sustained visual-vestibular conflicts

(since the expected vestibular stimulation that would have normally

accompanied the visually simulated viewpoint jitter was absent).

Most previous studies on the role that visual jitter plays in vection have

simulated viewpoint changes in physically stationary observers. In this

situation, only visual information indicates that the observer is accelerating. By

contrast, the available non-visual information is consistent with the observer

either being stationary or moving at a constant linear velocity (the latter

possibility is compatible with the non-jittering radial flow component –

Palmisano et al., 2000; 2008). However, several recent studies have

synchronised this visual display jitter/oscillation to the observer’s own

movements, thereby creating consistent visual and non-visual information

about their self-acceleration.

Studies by both Wright et al. (2005) and Kim and Palmisano (2008)

tracked their subjects’ oscillatory linear head movements (involuntary and

voluntary head movements, respectively) in real-time. These movements were

then used to continually adjust the subject’s simulated viewpoint in the self-

motion displays throughout the entire duration of the trial (as opposed to

earlier studies that only briefly provided consistent vestibular stimulation – e.g.

Wong & Frost, 1981). In the Wright et al. study, passive subjects were physically

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moved vertically by an automatic device, which generated 0.2 Hz whole body

oscillation (i.e. these active whole body movements were involuntary). Wright

et al.’s study also varied visual (both high and low) and inertial (0.2-1.6 m)

amplitudes during light and dark conditions. In the Kim and Palmisano study,

their active subjects made voluntary horizontal physical head movements at

approximately 1 Hz. The computer-generated oscillatory optic flow generated

by these head movements was then added to a radial flow component, which

simulated constant velocity forwards self-motion in depth. Irrespective of

whether this horizontal/vertical display oscillation was generated by voluntary

or involuntary movements, both studies found that ecological/in-phase display

oscillation (i.e. conditions in which the display moved in the opposite direction

to the observer’s head/whole-body movements) did not significantly increase

the experience of self-motion (i.e. above the levels experienced when the

observer viewed display oscillation while stationary). Even when this

physical/active oscillation was voluntary and in-phase (in Kim & Palmisano,

2008), the perception of self-motion was very similar to that induced by

conditions that only provided visual information about self-acceleration.

Interestingly, Wright et al. (2005) also found that depending on the level

of inertial amplitude, increasing visual input appeared to weaken or strengthen

the experience of illusory self-motion (with vision dominating the perception of

self-motion in most cases). Also of interest, Kim and Palmisano (2008) found

that their observer’s compensatory eye-movements (identified as ocular

following responses or OFRs – see Miles et al., 2004) were very similar in both

active and passive playback conditions. The OFR essentially serves as a backup

to the otolith-ocular reflex (OOR). The OFR is the mechanism responsible for

regulating compensatory eye movements for maintaining a stable retinal image

of the world during linear head translation. They suggested that these OFRs

may have acted to reduce potential visual-vestibular conflicts in passive

playback conditions by indirectly stimulating the vestibular system.

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It should be noted that Kim and Palmisano (2008) only compared the

vection induced by consistent multisensory stimulation to that induced by one

situation of multisensory conflict. That is, they examined a situation where

vision indicated self-acceleration and non-visual stimulation indicated that the

observer was either stationary or travelling at a constant linear velocity. A more

recent study by Kim and Palmisano (2010) compared the effects of consistent

and inconsistent visual-vestibular information about horizontal self-

acceleration on the vection in depth induced by radial flow. The design was

similar to Kim and Palmisano (2008) but, in this case, the updated visual

displays either moved in the same (out-of-phase display oscillation) or the opposite

(in-phase display oscillation) direction to the observer’s head. Interestingly, Kim

and Palmisano (2010) found no difference in the vection in depth strength

ratings obtained for these consistent (in-phase) and inconsistent (out-of-phase)

multisensory self-motion stimulation conditions.

The current study again investigates the vection experienced in the

presence of multisensory consistency and multisensory conflict. As in the Kim

and Palmisano (2008, 2010) studies, observers’ either oscillated their heads or

sat still while viewing radial flow displays simulating constant velocity

forwards self-motion in depth. Novel multisensory conflict situations were

generated by systematically altering both the phase and the gain/amplitude of

the visual display oscillation with respect to the observer’s physical head

movements. While Experiment 1 re-examined the effects of left-right head

movements and horizontal display oscillation in further detail, Experiment 2

investigated, for the first time, the effects of fore-aft head movements and

simulated depth oscillation. As the fore-aft head oscillation was simulated

along the same axis as the depth display oscillation in Experiment 2, a third

control experiment was conducted. This experiment investigated the effects of

physical and simulated fore-aft head oscillation on rightwards vection using a

lamellar flow stimulus. Since recent studies on the effects of multisensory

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stimulation on vection have produced null results, we used much larger sample

sizes (25, 24, 17 subjects in Experiments 1, 2 and 3, respectively) and included

conditions with much larger display oscillation amplitudes than those tested

previously.

5.2 Experiment 1. Effects of multisensory stimulation about horizontal head

oscillation on vection in depth

Experiment 1 compared the vection in depth induced by radially

expanding optic flow displays, which also moved in either the opposite (active

in-phase display oscillation) or the same (active out-of-phase display oscillation)

horizontal direction to the subject’s physical head movements. Display gain

was either appropriate for the subject’s physical head movements or twice as

large as would be expected for them. The large and small oscillation amplitude

optic flow displays generated by these active head movement conditions were

later played back to the same subjects when they were physically stationary.

5.2.1 Method

5.2.1.1 Subjects. Twenty-five näive undergraduate psychology students (18

females and 7 males; mean age = 21.78, SD = 3.02) at the University of

Wollongong received course credit for their participation in this experiment.

All had normal or corrected-to-normal vision and no existing vestibular or

neurological impairments. The Wollongong University Ethics Committee

approved the study in advance. Each subject provided written informed

consent before participating in the study.

5.2.1.2 Apparatus. Computer-generated displays were rear projected onto a flat

projection screen (1.48 m wide x 1.20 m high) using a Mitsubishi Electric (Model

XD400U) colour data projector (1024 (horizontal) x 768 (vertical) pixel

resolution). Subjects viewed these displays from a distance of 2.2 m in front of

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the screen through custom made monocular goggles (see Figure 5), which

reduced their field of view to approximately 45°. In active conditions, the

subjects were asked to move their heads in time with a computer generated

metronome. A ceiling mounted digital firewire camera was used to track their

head position/motion. These tracked head movements: (1) were incorporated

into the visual display during active (head moving) conditions, and/or (2) used

to check subject compliance with experimenter instructions (in terms of head

motion direction, frequency and amplitude) during active and passive (i.e. head

stationary) conditions.

Figure 5. The set-up for Experiments 1-3. A similar set-up was also used for

Experiments 4-6.

At the end of each trial, subjects moved a linear throttle (Pro Throttle

USB) along a sliding scale to represent the perceived strength of their

experience of vection in depth during that trial. That is, subjects were asked to

rate the perceived strength of their vection in depth and instructed to ignore

any horizontal self-motion/vection. A rating of 0 indicated no experience of self-

motion (the visual display motion was attributed solely to scene motion) and a

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rating of 100 indicated complete/saturated vection (the visual display motion

was attributed solely to self-motion). Subjects made these ratings relative to a

standard reference stimulus, which they were told represented a self-motion

rating of 50. This standard stimulus was a non-oscillating pattern of radially

expanding optic flow. It simulated constant velocity forwards self-motion in

depth and was viewed while the subject was stationary.

5.2.1.3 Visual Displays. Each optic flow display consisted of 2592 randomly

placed blue square objects (1.8 cd/m2) on a black background (0.04 cd/m2).

These objects were uniformly distributed within a simulated 3-D environment,

which was 12 units wide by 12 units high and 18 units (~3 m) deep (object

density was one dot per cube unit). Each optic flow display also had a single

green fixation dot (20 cd/m2) located precisely in the centre of the screen.

Subjects were asked to fixate on this stationary green dot for the entire 30 s

duration of the trial.

All of the optic flow displays simulated the same constant velocity (11.25

units/s or 1.5 m/s) forward self-motion in depth (i.e. all displays had the same

radially expanding flow component). During active conditions, the subject

oscillated his/her head left to right and information about his/her changing

head position was incorporated into the self-motion display in real-time. Five

combinations of visual display phase and gain were tested during these active

conditions: “+2”, “+1”, “0”, “-1” or “-2”. During active in-phase display oscillation

conditions (indicated by a “+” sign), the visual display always moved in the

opposite direction to the subject’s head movement so that it provided consistent

visual-vestibular information about horizontal self-acceleration. By contrast, in

the active out-of-phase display oscillation conditions (indicated by a “-” sign), the

visual display always moved in the same direction as the subject’s head

movement. This provided inconsistent visual-vestibular information about

horizontal self-acceleration. Finally, in the active no display oscillation (“0” gain)

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condition, the subject’s physical head movements were simply ignored. This

should have also provided inconsistent visual-vestibular information about

horizontal self-acceleration. The gain of the additional horizontal display

motion (with respect to the subject’s physical head movement) was twice as

large in “+2” and “-2” conditions as in “+1” and “-1” conditions.

During the passive viewing conditions, the now stationary subjects

viewed either: (i) playbacks of the horizontally oscillating radial flow generated

by their own head movements on previous active trials; or (ii) purely radial

optic flow displays. As subjects were stationary (i.e. not oscillating their head)

during these passive playback conditions, the display oscillation had no phase.

Therefore, passive display oscillation conditions only varied in terms of oscillation

amplitude with display amplitudes of “2” being twice as large as display

amplitudes of “1”.

5.2.1.4 Procedure. Prior to testing, the experimenter briefed the subjects on the

experiment and made sure that they were familiar and comfortable with the

experimental requirements. Subjects were first run through a practice block of

active (head movement) trials and then given feedback about the frequency and

amplitude of his/her head movements. They were told to oscillate their heads

left and right at 1 Hz by: (i) oscillating at the waist, rather than at the neck, to

avoid discomfort and/or injury; and (ii) timing their oscillations to a computer

generated auditory tone that sounded, every half-cycle, at 0.5 second intervals

(with the aim being to produce a physical head movement frequency of ~1 Hz).

Subjects were then run through the three experimental blocks of trials. These

consisted of two identical active blocks of trials with one passive block of trials

run in between them. There were 10 trials within each block (2 repetitions of

each experimental condition). During passive blocks, the now stationary

subjects viewed playbacks of the displays generated by their own head

movements on previous active trials. Subjects’ head position data were still

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recorded during these playback conditions to ensure that physical head motion

was minimal.

5.2.2 Results

5.2.2.1 Active Viewing Conditions (with or without horizontal display oscillation)

We first performed Bonferroni-corrected planned contrasts on our active

viewing data (controlling the family-wise error rate at 0.05). Active in-phase (F (1,

24) = 31.76, p < .05) and active out-of-phase display oscillation conditions (F (1, 24) =

18.75, p < .05) were both found to significantly increase vection in depth

strength ratings compared to active no display oscillation conditions (see Figure 6).

Figure 6. Effect of active horizontal display oscillation on vection in depth

strength ratings (0-100) as a function of both display gain (either at the same or

twice the amplitude expected from the subject’s head movements) and phase

(either in-phase with, out-of-phase with, or unaffected by, the subject’s head

movements). Error bars depict +/- 1 standard error of the mean.

While there was a trend for active in-phase oscillation to produce stronger

vection ratings than active out-of-phase oscillation, this effect did not reach

significance (F (1, 24) = 7.07, p > .05). However, we did find a significant phase

0

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type by gain type interaction. In active in-phase oscillation conditions, displays

with larger “+2” gains induced significantly stronger vection than those with

smaller “+1” gains (F (1, 24) = 8.1, p < .05). By contrast, there was no significant

effect of display gain on vection in depth strength ratings for the active out-of-

phase oscillation conditions (F (1, 24) = 0.87, p > .05).

5.2.2.2 Passive Viewing Conditions (with or without horizontal display oscillation)

We next performed Bonferroni-corrected planned contrasts on the

passive viewing data (controlling the family-wise error rate at 0.05). As in

previous studies, passive display oscillation conditions resulted in significantly

stronger vection in depth ratings compared to passive no display oscillation

conditions (F (1, 24) = 12.61, p < .05 - see Figure 7).

Figure 7. Effect of passive horizontal display oscillation (at the same and twice

the amplitude as subject’s physical head movements) on vection in depth

strength ratings (0-100) compared to passive no display oscillation conditions.

Error bars depict +/- 1 standard error of the mean.

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However, the vection in depth generated by displays with larger “2”

oscillation amplitudes was not found to differ significantly from that generated

by displays with smaller “1” oscillation amplitudes (F (1, 24) = 2.18, p > .05).

5.2.2.3 Active vs. Passive Conditions (with or without horizontal display oscillation)

Finally, we performed Bonferroni-corrected planned contrasts to

compare the active and passive viewing data (controlling the family-wise error

rate at 0.05). Contrary to Kim and Palmisano (2008), active in-phase display

oscillation was found to produce significantly stronger vection in depth ratings

than passive display oscillation conditions (F (1, 24) = 12.73, p < .05 – see Figure 8).

However, active out-of-phase display oscillation was not found to produce

significantly different vection in depth ratings than passive display oscillation

conditions (F (1, 24) = 2.41, p > .05).

Figure 8. Effect of active in-phase, passive and active out-of-phase horizontal

display oscillation on vection in depth strength ratings (0-100). Error bars depict

+/- 1 standard error of the mean.

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5.2.2.4 Head Movement Analyses

Subjects moved their heads in a similar fashion for all of the active

conditions tested (there was negligible head movement in passive conditions).

Head movement frequencies and amplitudes in these conditions were on

average 0.73 0.06 Hz and 7.80 3.33 cm, respectively. The correlation between

head movement amplitude and vection in depth strength ratings was non-

significant (r = -0.04, p > .05). Similarly, the correlation between head movement

frequency and vection in depth strength ratings was also non-significant (r = -

0.02, p > .05). Head amplitude was not significantly different for the active “+2”

(M = 7.9 cm, SE = 3.52 cm) and active “+1” (M = 8.02 cm, SE = 3.33 cm) display

oscillation conditions (t (21) = 0.51, p = 0.62). It was also not significantly different

for the active “-2” (M = 7.7 cm, SE = 3.07 cm) and active “-1” (M = 7.85 cm, SE =

3.32 cm) display oscillation conditions (t (21) = 0.68, p = 0.5).

5.2.2.5 Eye Movement Analyses

We also collected peak-to-peak horizontal eye velocity data for 12 of our

25 subjects. As in previous studies (Kim and Palmisano, 2008, 2009), gaze

relative to the display appeared to be regulated by OFR activation in both active

and passive display oscillation conditions. Peak-to-peak horizontal eye velocity

was not found to be significantly different for the active “+2” (M = 0.21°/s, SE =

0.06°/s) and active “+1” (M = 0.23°/s, SE = 0.06°/s) display oscillation conditions (t

(11) = 0.22, p > 0.05). Similarly, peak-to-peak horizontal eye velocity was not

found to be significantly different for the active “-2” (M = 0.45°/s, SE = 0.18°/s)

and active “-1” (M = 0.39°/s, SE = 0.09°/s) display oscillation conditions (t (11) =

0.33, p > 0.05). However, peak-to-peak horizontal eye velocity was significantly

faster for the passive “2” (M = 0.14°/s, SE = 0.05°/s) compared to the passive “1”

(M = 0.07°/s, SE = 0.03°/s) display oscillation conditions (t (11) = 2.5, p < 0.05).

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5.2.3 Discussion

Unlike the earlier studies by Kim and Palmisano (2008, 2010), consistent

multisensory information about self-motion was found to produce significantly

stronger vection in depth ratings than conditions which provided only visual

information about self-motion. While active in-phase display oscillation was found

to produce significantly more compelling vection in depth than passive display

oscillation, active out-of-phase display oscillation did not. Thus, as would be

predicted by most theories of multisensory interaction in self-motion perception,

it does appear that consistent vestibular stimulation can (sometimes) enhance

the visual perception of self-motion.

One reason why we might have found this modest vection advantage for

active in-phase (compared to passive) display oscillation conditions, while Kim and

Palmisano (2008, 2010) did not, was that these earlier studies used much

smaller numbers of subjects (only 9 and 14, respectively, compared to 25

subjects tested in Experiment 1). Another possible reason why we may have

found an advantage for active in-phase conditions was that Kim and Palmisano’s

(2008, 2010) studies used older subjects (i.e. mean age of 32 and 28.5,

respectively, compared to a mean age of only 21.78 in the current study).

Therefore, it is possible that the younger subjects in the current study had better

vestibular sensitivity (see Haibach, Slobounov, & Newell, 2009; Howard, Jenkin,

& Hu, 2000) and were, thus, more sensitive to visual-vestibular conflicts. A

further possible explanation for our apparently discrepant results was based on

the fact that the self-motion displays used in these earlier studies always had

the same gain/oscillation-amplitude. In addition to using comparable

conditions in the current experiment (“+1” and “1”), we also tested larger

horizontal gains/oscillation-amplitudes (“+2” and “2”). It is likely that these

larger gains/oscillation amplitudes contributed to the significant vection in

depth improvements observed in our active in-phase display oscillation conditions.

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It was also possible that the improved vection in depth found in the in-

phase oscillation conditions was purely the result of the observer actively

generating his/her own display oscillation. That is, the benefits of active in-phase

oscillation could have been due to the observer being physically active (as

opposed to passive). However, a unpublished study conducted in our

laboratory (see Appendix A) found that actively generating horizontal display

oscillation without vestibular stimulation (by moving a joystick in- or out-of-

phase via hand and wrist movements) provided no further improvement

compared to viewing this display oscillation while seated completely stationary.

Therefore, it does not appear as though the vection advantage for active in-phase

display oscillation resulted simply from the observer being active or controlling

the display. Rather, it appears that this vection advantage was due to the

multisensory pattern of self-motion stimulation (i.e. visual, vestibular,

proprioceptive and somatosensory) generated when the subject moved their

head in a consistent manner relative to the self-motion display.

Overall, we found that vection in depth was more compelling in: (i)

active display oscillation conditions compared to active no display oscillation

conditions; and (ii) passive display oscillation conditions compared to passive no

display oscillation conditions. Both of these findings provide support for a

simulated viewpoint jitter/oscillation advantage for vection in depth. That is,

the vection in depth experience is always more compelling when the radially

expanding inducing flow contains additional horizontal display oscillation

compared to when it does not (see Palmisano et al., 2000). This simulated

viewpoint oscillation advantage for vection was even present in active

conditions where the visual display moved in a non-ecological direction. Even

though active out-of-phase display oscillation and active no display oscillation

conditions should both have generated significant and sustained visual-

vestibular conflicts (head oscillation was simulated by only one sense in each

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case), the former was consistently found to produce stronger vection than the

latter.

Therefore, physical head oscillation without matching display oscillation

does not appear to increase vection in depth strength ratings. However, we did

still find a vection advantage for display oscillation in passive conditions. That

is, when the observer was stationary, radial flow with horizontal display

oscillation increased vection in depth strength ratings compared to pure radial

flow. Therefore, it appears as though the presence of display oscillation is

particularly important (irrespective of whether this display oscillation is

consistent with one’s physical head movements or not). This vection advantage

for passive display oscillation provides further evidence for the importance of the

visual system to self-motion perception. It may indicate that the vestibular

system was relatively insensitive to the direction of the observer’s oscillating

head motion in the current experimental conditions (compared to vision).

Alternatively, it may indicate that when an observer is experiencing vection,

inconsistent vestibular information about the direction of self-motion is more

likely to be ignored or downplayed.

The latter notion is consistent with a number of neuropsychological

(Brandt et al., 1998; Kleinschmidt et al., 2002) and experimental studies (Berthoz

et al., 1975; Wong & Frost, 1981). For example, a positron emission tomography

(PET) activation study by Brandt et al. (1998) showed that visual stimulation

during circular vection simultaneously activates the visual cortex (and

associated areas) and deactivates/inhibits the processing centre for vestibular

inputs (i.e. the parieto-insular vestibular cortex or PIVC). Similarly, an fMRI

study by Kleinschmidt et al. (2002) also showed deactivation of the PIVC

during vection. The findings of these studies both suggest that there is a

reciprocal inhibitory interaction between the visual and vestibular systems

during visually induced self-motion perception. They suggest that depending

on the type and nature of stimulation the visual system may dominate the

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perception of self-motion from optic flow, resulting in the vestibular sense

being deactivated/inhibited (or as suggested in the current study – downplayed

or ignored).

Interestingly, we did find a significant interaction between the phase of

the display oscillation and its gain/amplitude. In active in-phase display oscillation

conditions, displays with larger gains were found to induce significantly

stronger vection in depth than those with smaller gains13. However, in active

out-of-phase and passive oscillation conditions, displays with larger

gains/oscillation-amplitudes did not induce significantly different vection in

depth to those with smaller gains/oscillation-amplitudes. These findings also

suggest that there was an additional benefit for consistent (as opposed to

inconsistent) multisensory information about self-motion.

It may be possible to explain these oscillation phase and amplitude

effects on vection based on the head and eye movement data. In active in-phase

display oscillation conditions, head movements and horizontal eye velocities

were similar for large and small gains. Therefore, large gains should have

generated more retinal slip (as the eyes were not compensating effectively for

differences in display amplitudes) and this in turn may have generated the

more compelling experiences of vection (see Palmisano & Kim, 2009). By

contrast, OFR velocities in passive oscillation conditions were significantly faster

when displays simulated larger oscillation amplitudes (compared to smaller

13 One reviewer suggested that this finding may have been the result of our subjects not being

able to break their vection down into cardinal directions (i.e. their vection in depth ratings were

contaminated by their lateral vection). This could explain why active in-phase conditions with

more lateral display motion produced stronger vection in depth ratings than active in-phase

conditions with less lateral display motion. However, if this explanation was valid, we should

have also found a similar benefit for larger display gains in active out-of-phase and passive

display oscillation conditions (we did not). Also, we have previously shown that adding

simulated constant velocity (as opposed to accelerating) horizontal self-motion and horizontal

non-perspective (as opposed to perspective) jitter both have no effect on ratings in depth

induced by radial flow (Palmisano et al., 2003; 2008). These findings appear to show that

observers can ignore the lateral component of self-motion and make consistent estimates of self-

motion in depth (at least when they are physically stationary).

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oscillation amplitudes – see Section 5.2.2.4). Since eye movements in these

passive conditions appeared to do a good job at compensating for both levels of

the passive display oscillation, we would have expected the retinal slip (and thus

vection) to have been similar irrespective of the oscillation amplitude. This

retinal slip based explanation does, however, have difficulty accounting for the

lack of a gain effect on vection in active out-of-phase display oscillation conditions.

That is, since head motions and horizontal eye velocities were always similar,

larger gains should have also produced more retinal slip and superior vection

in these conditions. However, as noted above, these active out-of-phase

conditions were not ecological. It is, therefore, possible that the increased

multisensory conflict generated by active “-2” conditions cancelled the vection

advantage that would have otherwise been generated by the increased retinal

slip (relative to active “-1” conditions). Alternatively, because the head moved in

the same direction as the visual display motion in out-of-phase display oscillation

conditions, less eye motion should have been required to maintain a stable

retinal image. For this reason, retinal motion may have been greater for in-phase

display oscillation conditions and this could have been responsible for the vection

advantage in these conditions.

5.5 Experiment 2. Effects of multisensory stimulation about fore-aft head

oscillation on vection in depth

Experiment 2 examined the effects of physical and simulated fore-aft

head oscillation on the vection in depth induced by radial flow. Unlike

Experiment 1, the subject’s physical head motion and the visually simulated

self-motion all occurred along the same axis. The visually simulated fore-aft

self-motions, generated by incorporating the subject’s tracked head motion into

the display, were combined with the visually simulated forwards self-motion

generated by the constantly expanding radial flow component. There are a

number of reasons why physical/simulated fore-aft head oscillation might have

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different effects on the experience of vection in depth (compared to the

physical/simulated horizontal head oscillation examined in Experiment 1). First,

Palmisano et al. (2008) have previously shown that, in passive (i.e. head

stationary) viewing conditions, horizontal simulated viewpoint jitter/oscillation

increases vection in depth significantly more than the equivalent simulated self-

accelerations in depth. Second, fore-aft viewpoint oscillation generates different

types of compensatory eye movements than horizontal viewpoint oscillation.

As noted earlier, the real/simulated horizontal head oscillation examined in

Experiment 1 generated OFRs. By contrast, the real/simulated fore-aft head

oscillation in Experiment 2 should have generated radial-flow vergence eye

movements (eye movements that are dependent on both target distance and

eccentricity – see Busettini et al., 1997).

5.5.1 Method

The apparatus, visual displays and procedure were similar to those of

Experiment 1 (see Figure 5). In active conditions, before the subject started

moving his/her head in depth, displays simulated forwards self-motion in

depth at 1.5 m/s (or 11.25 units/s radially expanding optic flow). However,

when the subject began to oscillate his/her head fore-and-aft, an additional

(alternately expanding and contracting) radial flow component was generated.

The simulated speed of forwards self-motion in depth was, thus, determined by

the combination of these constant and alternating radial flow components.

Importantly, the average speed of the visually simulated self-motion in depth

was always the same in comparable conditions (i.e. “1”, “+1”, “-1” and “2”, “+2”,

“-2”). Similar to Experiment 1, the sign in active, moving conditions indicated

whether the display moved in the same or the opposite direction to the subject’s

physical head movements (i.e. “-” indicated that the visual display moved in

the same direction and “+” indicated that the display moved in the opposite

direction). The gain of the additional in-depth display motion (with respect to

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the subject’s physical head movement) was twice as large in “+2” and “-2”

conditions as in “+1” and “-1” conditions. In passive playback conditions, since

the head was physically stationary during these trials, the display oscillation

had no phase or sign. So, for example, the display oscillation generated by

active “+2” or active “-2” conditions was simply referred to as “2”.

5.5.1.1 Subjects. Twenty-four näive undergraduate psychology students (19

females and 5 males; mean age = 22.12, SD = 3.02) participated in this

experiment. Other selection criteria were the same as those for Experiment 1.

5.5.2 Results

5.5.2.1 Active Viewing conditions (with or without fore-aft display oscillation)

Both active in-phase (F (1, 23) = 44.99, p < .05) and active out-of-phase display

oscillation (F (1, 23) = 38.12, p < .05) were found to significantly increase vection

in depth strength ratings above those produced in active no display oscillation

conditions (see Figure 9). Larger fore-aft display gains were found to produce

significantly stronger vection in depth ratings than smaller fore-aft display

gains for both active in-phase (F (1, 23) = 22.33, p < .05) and active out-of-phase (F (1,

23) = 14.63, p < .05) conditions.

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Figure 9. Effect of active fore-aft display oscillation on vection in depth strength

ratings (0-100) as a function of both display gain (either the same or twice the

amplitude expected from the subject’s physical head movements) and phase

(either in-phase with, out-of-phase with or unaffected by the subject’s head

movements). Error bars depict +/- 1 standard error of the mean.

5.5.2.2 Passive Conditions (with or without fore-aft display oscillation)

Contrary to previous studies, the vection in depth strength ratings

produced by passive display oscillation were not found to differ significantly from

those produced by passive no display oscillation (F (1, 23) = 1.41, p > .05 – see

Figure 10). Furthermore, larger display oscillation amplitudes were not found

to produce significantly different vection in depth strength ratings compared to

smaller display oscillation amplitudes (F (1, 23) = 2.75, p > .05).

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Figure 10. Effect of passive fore-aft display oscillation (at the same and twice the

amplitude as the subject’s head movements) on vection in depth strength

ratings (0-100) compared to passive no display oscillation conditions. Error bars

depict +/- 1 standard error of the mean.

5.5.2.3 Active vs. Passive Conditions (with or without fore-aft display oscillation)

Active display oscillation did not produce significantly different vection in

depth strength ratings from passive display oscillation (in phase versus passive F (1,

23) = 2.72, p > .05; out-of-phase versus passive F (1, 23) = 3.15, p > .05 – see Figure

11). Active display oscillation also did not induce significantly different vection in

depth to passive no display oscillation (F (1, 23) = 4.22, p > .05).

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Figure 11. Effect of active in-phase, passive, and active out-of-phase display

oscillation (at the same or twice the amplitude as the subject’s head movements)

on vection in depth strength ratings (0-100). Error bars depict +/- 1 standard

error of the mean.

5.5.2.4 Head Movement Verification

Subjects moved their heads in a similar fashion in all of the active,

moving conditions tested (there was negligible head movement in passive

conditions). Mean head frequency and amplitude was 0.79 0.1 Hz and 7.45

2.39 cm, respectively. As expected, there was no significant difference in

physical head amplitudes for the “+2” (M = 7.9 cm, SE = 2.0 cm) and “+1” (M =

7.5 cm, SE = 2.31 cm) conditions (t (23) = 0.87, p = 0.4). There was also no

significant difference in physical head amplitudes for the “-2” (M = 6.9 cm, SE =

2.61 cm) and “-1” (M = 7.3 cm, SE = 2.35 cm) conditions (t (23) = 1.72, p = 0.1).

The correlations between the amplitude (r = 0.08, p > .05) and the frequency (r =

-0.07, p > .05) of our subjects’ head movements and their resulting vection in

depth strength ratings were both found to be non-significant.

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5.5.3 Discussion

As predicted, the effects of fore-aft display oscillation on vection in depth

were quite different to the effects of horizontal display oscillation observed in

Experiment 1. When subjects were physically stationary in the previous

experiment, horizontal display oscillation was found to significantly increase

the vection in depth induced by radial flow. However, when subjects were

stationary in the current experiment, adding fore-aft display oscillation

appeared to have little to no effect on vection in depth (even with the larger

oscillation amplitude). This replicates Palmisano et al.’s (2008) null finding for

vection in depth with purely computer generated (as opposed to head-tracking

playback) simulated fore-aft viewpoint oscillation. Interestingly, the current

experiment found that adding fore-aft display oscillation only increased vection

in depth during active viewing conditions.

Both active in-phase and active out-of-phase fore-aft display oscillation

produced significantly stronger vection in depth than active no display oscillation.

Similar to Experiment 1, this display oscillation advantage for vection in active,

moving conditions was largely independent of the direction of the visual

display movement relative to the head. This suggests that the non-visual senses

were: (i) rather insensitive to the direction of the head motion (at least with the

relatively low temporal frequencies (~0.8 Hz) tested/generated in this study);

and/or (ii) that this non-visual information was ignored or vetoed. The latter

notion was further supported by findings that vection in depth ratings

increased with display gain in both active in-phase and active out-of-phase depth

oscillation conditions.

5.6 Experiment 3. Effects of multisensory stimulation about fore-aft head

oscillation during rightward vection

Experiment 1 examined the effects of horizontal head and display

oscillation on the experience of vection in depth, whereas Experiment 2

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examined the effects of fore-aft head and display oscillation on the experience

of vection in depth. The former experiment found that in-phase head and

display oscillation increased vection in depth more than out-of-phase conditions,

while the latter found similar effects for in-phase and out-of-phase oscillation. A

potential issue in Experiment 2 was that the physical/simulated head oscillation

(fore-aft oscillation) was always along the same axis as the main component of

the visual display’s motion (which simulated constant velocity forwards self-

motion in depth). Several previous studies have found that with physically

stationary observers, simulated head oscillation only increases vection when it

is along an orthogonal axis to the main/constant velocity component of the optic

flow (Nakamura, 2010; Palmisano et al., 2008). This may have been the reason

why we obtained different patterns of results in Experiments 1 and 2. To test

this possibility, Experiment 3 examined the effects of physical and simulated

fore-aft head oscillation on rightwards vection using a lamellar flow stimulus

(instead of the radial flow displays used in Experiments 1 and 2).

5.6.1 Method

The apparatus, visual displays and procedure were similar to

Experiments 1 and 2 (see Figure 5). However, the main optic flow component of

all of the display conditions tested simulated leftward lamellar flow (i.e.

rightward vection) at 1.5 m/s (or 11.25 units/s). During active, moving

conditions, subjects were asked to oscillate their heads fore-and-aft throughout

the trial. This head position data was then either updated into the self-motion

display or ignored. In conditions in which the subject’s physical head

movements were updated into the display, the expanding/contracting display

motion was either the same (“1”) or twice (“2”) the amplitude expected from

the subject’s head movements. Passive playback conditions were also tested.

Unlike Experiments 1 and 2, subjects were only asked to rate their experience of

rightward vection (and were instructed to ignore any vection along the depth

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axis). Subjects made these ratings relative to a standard reference stimulus,

which they were told represented a self-motion rating of 50. This standard

stimulus was a non-oscillating pattern of lamellar flow (i.e. 0 gain) and was

viewed while the subject was physically stationary.

5.6.1.1 Subjects. Seventeen naïve undergraduate psychology students (11

females and 6 males; age mean = 22.15, SD = 3.18) participated in this

experiment. Other selection criteria were the same as those for Experiment 1.

5.6.2 Results

5.6.2.1 Active Viewing Conditions (with or without fore-aft display oscillation)

Similar to Experiments 1 and 2, both active in-phase (F (1, 16) = 25.79, p

< .05) and active out-of-phase display oscillation (F (1, 16) = 12.19, p < .05) were

found to significantly increase sideways vection strength ratings compared to

active no display oscillation conditions (see Figure 12). In contrast to Experiment 1,

but similar to Experiment 2, we did not find a significant difference between

active in-phase display oscillation and active out-of-phase display oscillation (F (1, 16)

= 0.03, p > .05). Similar to both Experiments 1 and 2, larger fore-aft display gains

were found to significantly increase sideways vection compared to smaller fore-

aft display gains for both active out-of-phase oscillation (F (1, 16) = 23.08, p < .05)

and active in-phase oscillation (F (1, 16) = 10.94, p < .05) conditions.

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Figure 12. Effect of active fore-aft oscillation on vection strength ratings (0-100)

for rightward vection as a function of both display gain (either at the same or

twice the amplitude expected from the subject’s head movements) and phase

(either in-phase or out-of-phase with, or unaffected by, the subject’s head

movements). Error bars depict +/- 1 standard error of the mean.

5.6.2.2 Passive Viewing Conditions (with or without oscillation)

Similar to Experiment 1, but not Experiment 2, sideways vection strength

ratings for passive display oscillation conditions were significantly greater than

those for passive no display oscillation conditions (F (1, 16) = 15.5, p < .05 – see

Figure 13). This confirms that display oscillation has to be in an orthogonal

direction to increase the sideways vection induced by the main/constant

velocity component of the optic flow. Contrary to both Experiments 1 and 2,

larger display oscillation conditions were found to significantly differ from

smaller visual display oscillation conditions (F (1, 16) = 15.4, p < .05).

0

10

20

30

40

50

60

70

80

Active In-

Phase Twice

Active In-

Phase Same

Active No

Oscillation

Active Out-

of-Phase

Same

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Twice

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Figure 13. Effect of passive fore-aft oscillation (at the same and twice the

amplitude as the subject’s head movements) on vection strength ratings (0-100)

for rightward vection compared to passive no display oscillation conditions.

Error bars depict +/- 1 standard error of the mean.

5.6.2.3 Active vs. Passive Viewing Conditions (with or without display oscillation)

Similar to Experiment 2, active display oscillation did not produce

significantly different sideways vection strength ratings from passive display

oscillation (in-phase versus passive F (1, 16) = 0.01, p > .05; out-of-phase versus

passive F (1, 16) = 0.02, p > .05 – see Figure 14). Also similar to Experiment 2,

active display oscillation did not induce significantly different sideways vection to

passive no display oscillation (in phase versus no display oscillation F (1, 16) = 5.6, p

> .05; out-of-phase versus no display oscillation F (1, 16) = 5.97, p > .05).

0

10

20

30

40

50

60

70

80

Passive Oscillation

Twice

Passive Oscillation

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Passive No

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Passive Viewing Conditions

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Figure 14. Effect of active in-phase, passive and active out-of-phase display

oscillation (at the same and twice the amplitude as the subject’s head

movements) on vection strength ratings (0-100) for rightward vection. Error

bars depict +/- 1 standard error of the mean.

5.6.2.4 Head Movement Verification

Subjects moved their heads in a similar fashion for all active, moving

conditions tested (there was negligible head movement in passive conditions).

On average, head movement frequencies and amplitudes in these conditions

were 0.72 ± 0.17 Hz and 6.36 ± 2.57 cm, respectively.

5.6.3 Discussion

As in the earlier experiments, active in-phase and active out-of-phase

oscillation conditions were both found to increase vection compared to active no

display oscillation conditions. Interestingly, similar to Experiment 1 (but not

Experiment 2), passive display oscillation conditions were also found to increase

vection strength ratings compared to passive no oscillation conditions. Taken

together the findings of all three experiments support the notion that only

simulated head oscillation along an orthogonal axis to the display’s main

motion increases vection induced in physically stationary observers. That is, in

0

10

20

30

40

50

60

70

80

Active In-

Phase

Oscillation

Passive

Oscillation

Active Out-of-

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Vec

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Active vs. Passive Viewing Conditions

Twice Amplitude

Same Amplitude

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Experiment 2, when simulated fore-aft head oscillation was played back along

the same axis as the display’s main motion, it did not increase the vection in

depth compared to stationary viewing of non-oscillating radial flow. However,

when the observer actively generated this display oscillation, both active in-

phase and active out-of-phase display oscillation conditions increased vection

compared to active no display oscillation conditions. Therefore, as suggested by

Nakamura (2010) and Palmisano et al. (2008), added display oscillation may

need to be simulated along an orthogonal axis in order to strengthen vection in

physically stationary observers (but not when this display oscillation is actively

generated by the observer).

Similar to Experiment 2 (but not Experiment 1) we found no vection

advantage for active in-phase oscillation compared to active out-of-phase oscillation

and passive display oscillation. Vection strength ratings were similar for both

active in-phase and active out-of-phase conditions in Experiment 2 and 3. However,

in Experiment 1, we found that vection strength ratings were significantly

higher for active in-phase conditions compared to active out-of-phase conditions.

One important difference between these experiments was that the subject

moved their head along the horizontal axis in Experiment 1 and along the

depth axis in Experiments 2 and 3. Therefore, one possible reason for the

differential effects of display phase on vection in these experiments may have

been that subjects were more sensitive to visual-vestibular conflicts arising from

side-to-side head movements than those arising from fore-aft head movements.

5.6.4 General Discussion

The current experiments examined the vection in depth induced by

radial flow during physical/simulated head oscillation along the horizontal

(Experiment 1) or depth (Experiment 2) axis. A control experiment (Experiment

3) was also performed to examine the sideways vection induced by lamellar

flow during physical/simulated fore-aft head oscillation. Unlike previous

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studies (e.g. Kim & Palmisano, 2008, 2010), Experiment 1 found that active,

moving observer conditions (consistent visual-vestibular information about

horizontal self-acceleration) generated more compelling experiences of vection

in depth than physically stationary observer conditions (only visual

information about horizontal self-acceleration). Based on the null findings of

previous studies, it seems likely that this consistent multisensory vection

advantage only reached statistical significance in our study due to either: (i) the

large sample sizes used; (ii) the younger subjects tested; and/or (iii) the larger

display gains that were examined (compared to Kim & Palmisano, 2008, 2010).

Evidence of a similar consistent multisensory vection advantage for self-

acceleration in depth was absent in Experiments 2 and 3, suggesting that this

advantage may be unique to actively generated horizontal head movements

and/or horizontal display oscillation.

Experiment 1 found that active in-phase horizontal display oscillation

significantly increased the vection in depth induced by radial flow compared to

passive horizontal display oscillation, passive no display oscillation and active no

display oscillation. That is, ratings of vection in depth were stronger when the

visual and vestibular inputs both indicated the same direction of horizontal

self-acceleration (compared to conditions when only visual input or vestibular

input indicated this horizontal self-acceleration). This vection advantage for

active in-phase display oscillation (relative to the active no display oscillation control)

was greater for the larger of the two gains/oscillation-amplitudes tested (i.e. “+2”

as opposed to “+1”). However, it is worth noting that compelling vection in

depth could still be induced by inconsistent patterns of multisensory self-

motion stimulation. That is, there was still compelling vection in depth

produced when visual and vestibular inputs indicated opposite directions of

horizontal self-acceleration or when only vision indicated horizontal self-

acceleration. Active out-of-phase and passive horizontal display oscillation both

induced significantly more compelling vection in depth relative to comparable

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conditions without display oscillation (i.e. active no display oscillation and passive

no display oscillation conditions).

While in Experiment 1 there was a modest vection advantage for active

in-phase (compared to active out-of-phase) horizontal display oscillation, the

effects of active in-phase and active out-of-phase depth oscillation were similar in

Experiment 2 (despite the former condition being more ecological). Similar to

the findings of Experiment 1, the vection induced by both active in-phase and

out-of-phase display oscillation was still significantly stronger than that induced

by active no display oscillation conditions.

Thus, one consistent finding that was common to both experiments was

that the vection in depth induced by radial flow was always superior when the

observer’s physical head oscillation was accompanied by visual display

oscillation. Irrespective of whether the visual display oscillation was in- or out-

of-phase with their head movements, or along the horizontal or depth axis,

active display oscillation always induced more compelling vection in depth than

active no display oscillation. This advantage of head-and-display oscillation over

head-only oscillation might indicate that: (i) the vestibular system was less

sensitive to the direction of head oscillation than vision under the current

experimental conditions; or (ii) inconsistent vestibular information about head

direction was ignored or downplayed because the observer was experiencing

vection; or (iii) the absence of expected visual display motion in active no

display oscillation conditions inhibited the vection more than visual display

oscillation that moved in a non-ecological direction. Both (ii) and (iii) may be

explained by recent neurophysiological findings of reciprocal inhibitory visual-

vestibular interactions during self-motion perception (e.g. Brandt et al. 1998). In

the case of (ii), contradictory vestibular information about the direction of self-

motion may have been suppressed by the visual system and visual information

about self-motion may have dominated. In the case of (iii), vestibular

stimulation would have dominated the perception of self-acceleration (in the

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absence of visual oscillation) and this, in turn, may have suppressed

information provided by the visual system about constant velocity self-motion.

The superiority of active in-phase conditions on vection may be explained

(in part) on the basis of differences in retinal motion produced by

uncompensated eye movements. During the experiment, subjects attempted to

fixate at or near to the centre of the display. This required the execution of

compensatory eye movements that were equal and opposite in velocity to the

velocity of the visual scene. Rather than increasing proportionally with

increases in the velocity of visual motion, the compensatory eye movements in

active in-phase viewing conditions remained statistically invariant across the

amplitudes of display oscillation we used. In these active in-phase oscillation

conditions the subjects’ compensatory eye movements would have been

relatively less effective at maintaining stable central fixation with larger

amplitudes of display oscillation. These (high-gain) display oscillations

occurring in-phase with head movement would have resulted in greater retinal

slip of the visual scene. Recent evidence from our laboratory suggests that

increases in retinal slip may enhance the strength of vection in depth (Kim &

Palmisano, 2010). It is possible that increased retinal motion in in-phase viewing

conditions may account for the enhancement in vection strength produced in

these conditions.

Differences in degrees of retinal motion may also account for the weaker

vection reported in these active out-of-phase display oscillation conditions. Because

the head moved in the same direction as visual display motion in active out-of-

phase conditions, less eye motion would have been required to maintain a stable

retinal image compared to active in-phase conditions. The overall amount of

retinal motion would have been comparatively smaller for out-of-phase

compared to in-phase conditions, explaining the relatively weaker vection in out-

of-phase viewing conditions. By contrast, in passive display oscillation conditions,

the velocity of the subject’s compensatory eye movements increased

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proportionally with increases in the velocity of display oscillation. Thus, it

appears that eye movements were more effective at compensating for both

levels of the passive display oscillation. This would have produced similar

amounts of retinal slip and vection for large and small display oscillation

amplitudes.

Unlike Experiment 1, vection in depth was found to increase with the

display gain in both active in-phase and active out-of-phase depth oscillation

conditions in Experiment 2. Only vection in the passive depth oscillation

conditions was unaffected by the display oscillation amplitude. Head

movements were similar in both active, moving conditions and negligible in

stationary/passive viewing conditions. However, we could not examine the

retinal slip/eye movement based explanations for the vection data in this

experiment, as we were unable to record the binocular radial vergence eye

movements generated by its depth oscillating radial optic flow displays (see

Busettini et al., 1997; Miles et al., 2004). This would have required a binocular

eye tracking system, rather than the monocular eye tracking system used in

Experiment 1. However, similar effects of display gain were found for the

vection obtained in both active in-phase and active out-of-phase depth oscillation

conditions. This suggests that the inconsistent vestibular stimulation in out-of-

phase conditions was playing less of an inhibitory role in this experiment.

One reason why we might have obtained a different pattern of results in

Experiment 2 (compared to Experiment 1) was that the active/passive display

oscillation (fore-aft) was generated along the same axis as the display motion

(which simulated forwards self-motion in depth). Therefore, in Experiment 3,

we added fore-aft display oscillation to a lamellar flow display simulating

leftward motion (i.e. induced rightward vection). Similar to Experiment 1 and 2,

we found vection improvements for active in-phase oscillation and active out-of-

phase oscillation compared to active no display oscillation conditions. Interestingly,

we also found vection improvements for passive display oscillation conditions

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compared to pure radial flow displays (similar to Experiment 1, but not

Experiment 2). Vection improvements found for passive display oscillation

conditions in Experiment 1 and 3 suggest that added display oscillation should

be simulated along an orthogonal axis in order to increase vection in physically

stationary observers (but not when the observer actively generates this display

oscillation). The above notion is consistent with recent findings by Nakamura

(2010) and Palmisano et al. (2008). Furthermore, unlike Experiment 1 (but

similar to Experiment 2), we did not find an advantage for active in-phase

oscillation compared to passive display oscillation. Therefore, in combination, these

results suggest that subjects were more sensitive to visual-vestibular conflicts

arising from side-to-side head movements than to those arising from fore-aft

head movements.

Overall, our research shows that consistent non-visual information can

enhance the visual perception of self-motion in some situations. However, the

current and previous findings (Kim & Palmisano, 2008, 2010; Palmisano et al.,

2000; 2003; 2008; Wright et al., 2005) also suggest that: (i) conflict between the

visual and vestibular systems often does not impair the experience of illusory

self-motion (even when this is generated via non-visual channels – Riecke et al.,

2005); and (ii) discordant vestibular information may sometimes strengthen this

experience (Wright et al., 2009). Therefore, it is clear that the pattern of

multisensory stimulation does not always have to be consistent to induce

compelling vection and generate substantial vection improvements. However,

it should also be noted that in addition to the contribution of retinal and extra-

retinal information, higher-level cognitive (see Palmisano & Chan, 2004;

Wertheim, Mesland, & Bles, 2001) and contextual factors (see Wright, 2006)

have also been suggested to play a role in the weakening and/or strengthening

of illusory self-motion. Therefore, future research should further examine the

contribution of the different sensory systems as well as the relative importance

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of cognitive and contextual information to the perception of self-motion and

vection.

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6 EMPIRICAL CHAPTER 2: DO ACTUAL AND/OR PERCEIVED

DISPLAY LAGS ALTER VECTION?

Manuscript published in Aviation, Space, and Environmental Medicine

Ash, A., Palmisano, S., Govan, D., & Kim, J. (2011). Display lag and gain effects

in vection experienced by active observers. Aviation, Space, and

Environmental Medicine, 82, 763-769 doi: 10.3357/ASEM.3026.2011

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6.1 Introduction

The effectiveness of simulators and virtual reality systems is often

heavily reliant on the user’s experience of illusory self-motion. Successful

navigation through virtual environments may require the user to perceive and

integrate information from a variety of self-motion senses (including the visual,

vestibular, somatosensory and proprioceptive systems - Johansson, 1977;

Siegler et al., 2000). It is, therefore, important for simulators to stimulate these

different senses effectively so that skills can be generalised to the real-world. An

important issue for simulator and augmented-reality applications is the time it

takes to track and then update the user’s physical movements into the self-

motion display - i.e. the ‘end-to-end’ lag (see So & Griffin, 1995b). Display lag

creates mismatches between visual and non-visual self-motion stimulation and

has been reported to increase the likelihood of simulator sickness (Draper et al.,

2001). Despite its relation to simulator sickness (Palmisano et al., 2007; Bonato et

al., 2008) and virtual self-motion applications (Hettinger, 2002), research is yet

to systematically examine the effect of display lag on the visually induced

experience of self-motion (referred to as ‘vection’). This was the main focus of

the current experiment.

6.2 Experiment 4. Display lag and gain effects on vection in depth in active

observers

Virtual reality set-ups using head-coupled or head-slaved tracking

systems all contain an unavoidable display lag. Depending on the system, end-

to-end lag typically ranges between 60 and 250 ms (Moss et al., 2010). To our

knowledge, no studies have directly examined the effect of display lag on

vection. However, research has shown that display lag can have detrimental

effects on perceptual stability (Allison et al., 2001), spatial ‘presence’ within a

virtual visual display (Meehan et al., 2003), simulator sickness (Draper et al.,

2001), simulator fidelity (Adelstein et al., 2003; Mania et al., 2004), and virtual

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task performance (Frank et al., 1988; So & Griffin, 1995a). Estimates of the

minimum display lag required to visually detect lag and/or impair perception

are quite variable (depending on the experimental task and/or how lag

detection is tested). Some studies suggest that display lag has to be at least

147.64 ms ± (84.91 ms) in order for it to be detectable (Moss et al., 2010), and 60-

200 ms (depending on head velocity) to affect one’s perceptual stability (Allison

et al., 2001). By contrast, other studies suggest that display lags as short as 14.3

ms (± 2.7 ms) are detectable (Mania et al., 2004) and 40-60 ms can impair the

perception of simulator fidelity (Adelstein et al., 2003). As display lag has been

shown to result in multisensory discord and to enhance motion sickness

(Draper et al., 2001), it is possible that these multisensory conflicts will also

impair vection.

Over the last decade, it has been shown that adding simulated

horizontal/vertical oscillation to the observer’s viewpoint increases the

impression of self-motion in depth induced by constant velocity patterns of

radial optic flow (Palmisano et al., 2000; 2003; 2007; 2008). Interestingly, this so-

called viewpoint oscillation advantage for vection appears to occur irrespective

of whether the subject: (i) actively generates this display oscillation by moving

his/her head from side-to-side; or (ii) simply views a playback of a previous

active trial while completely stationary (Kim & Palmisano, 2008). Recently, Kim

and Palmisano (2010) have found that the vection in depth induced by

horizontally oscillating radial flow displays is similar irrespective of whether

the display moves in the same or the opposite horizontal direction to the

subject’s physical head movements (despite the former condition being non-

ecological with respect to the subjects head motion and potentially producing

high levels of multisensory conflict). In principle, Kim and Palmisano’s (2010)

finding that in-phase and 180 out-of-phase display oscillation produced very

similar experiences of self-motion suggests that vection (unlike other perceptual

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experiences/tasks) may be quite tolerant to display lag (and the substantial

multisensory conflicts this lag should produce).

Consistent with this notion, the findings of Li, Adelstein, and Ellis (2009)

suggest that head oscillation while viewing oscillating displays may suppress

image display motion errors such as display lag (regardless of whether head

motion is in the same or the opposite direction to the image motion). Subjects

in this study viewed displays that oscillated sinusoidally from side to side (at

different frequencies and amplitudes) while actively moving their heads (i.e.

either side to side or up and down) or remaining stationary. Li et al. (2009)

found that when subjects were active, they reported less visual

motion/amplitude compared to when they viewed these same displays while

physically stationary.

The primary aim of the current experiment was to systematically

examine the effect of display lag on vection in active subjects. We also

examined the effect of larger display gains on vection — i.e. the subject’s head

movements were either not incorporated into the display or were incorporated

at either the same or twice the amplitude of their physical head movements.

We examined display lag and display gain together as these factors both vary

the level of multisensory conflict between the visual and vestibular systems.

Also, it is possible that depending on the simulated level of display gain,

display lag may have differing effects on vection strength (e.g. Li et al., 2009,

suggested that display motion/amplitude may modulate a subject’s tolerance to

display lag). Furthermore, it is uncertain what level of display gain in virtual

reality environments most accurately reflects the subjective experience of

ecological self-motion in real world situations (i.e. larger levels of display gain

may be needed for simulated self-motion in 3-D virtual environments to feel

ecological/natural).

Added display lags in the current experiment ranged from 0 to 200 ms

(in both cases these values were in addition to the baseline system lag of ~113

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ms). At one extreme, the former case, the oscillating displays moved in the

opposite direction to the subject’s physical head movement (an added lag of 0

ms produced a total lag of 113 ms and 40° out-of-phase display oscillation). At

the other extreme, the latter case, the oscillating displays moved in the same

direction as the subject’s physical head movement (an added display lag of

200ms produced a total display lag of 313 ms and 110° out-of-phase display

oscillation). In addition, 2 levels of intermediate lag (50 ms and 100 ms) were

also examined (which produced total display lags of 163 ms/57.5° and 213

ms/75° out-of-phase display oscillation, respectively). In contrast to a number of

recent display lag studies (Adelstein et al., 2003; Ellis, Mania, Adelstein, & Hill,

2004; Mania et al., 2004), the current experiment did not include any observer

training on the detection of display lag (i.e. all subjects were untrained and

unaware of the nature of the experimental conditions/manipulations).

6.2.1 Method

6.2.1.1 Subjects. There were twenty-eight näive undergraduate psychology

students (21 females and 7 males; mean age = 22.04, SD = 2.86) from the

University of Wollongong who participated in this experiment. Subjects

received course credit for their participation. All had normal or corrected-to-

normal vision and no existing vestibular or neurological impairments.

Individuals reporting any visual, vestibular, neurological, gastrointestinal

abnormalities, and/or any other health issues were excluded from participating

in the experiment. The Wollongong University Ethics Committee approved the

study in advance. Each subject provided written informed consent before

participating in the study.

6.2.1.2 Apparatus. A Mitsubishi Electric (Model XD400U) colour data projector

(1024 (horizontal) x 768 (vertical) pixel resolution; the update rate was 30Hz)

was used to rear project computer-generated displays onto a flat projection

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screen (1.48 m wide x 1.20 m high). Displays were viewed by subjects from a

fixation distance of 2.2 m away from the screen through custom made

monocular goggles (these reduced the subject’s field of view to approximately

45°). In all conditions, subjects were instructed to move their heads from side-

to-side in time with a computer-generated metronome. The subject’s head

position was tracked using a ceiling mounted digital firewire camera and their

active head movements were then incorporated into the visual self-motion

display (see Figure 5 in Empirical Chapter 1). These tracked head movements

were used to: (i) make visual display adjustments according to specified

experimental manipulations, and (ii) check subject compliance with

experimental instructions in terms of the frequency and amplitude of their head

movements. Subjects were asked to rate the perceived strength of their

experience of vection in depth at the end of each trial by moving a joystick

(Wingman Attack 3) along a sliding scale.

6.2.1.3 Displays. Each optic flow display consisted of 2592 randomly placed blue

square objects (1.8 cd/m²) on a black background (0.04 cd/m²) that were

uniformly distributed within a simulated 3-D environment. This simulated 3-D

environment was 12 units wide by 12 units high and 18 units (~ 3 m) deep and

had an object density of one dot per cube unit. All visual displays contained a

central green fixation dot (20 cd/m²) that subjects were required to fixate on for

the entire duration of each trial. All optic flow displays simulated the same

constant velocity (11.25 units/s or 1.5 m/s) forward self-motion in depth (i.e. all

displays had the same radially expanding flow component). In all

conditions/trials, the subject oscillated his/her head from side-to-side and

information about his/her changing head position was incorporated into the

self-motion display in real time. These displays were updated differently

according to the experimental manipulations of display lag (i.e. the time taken

to update the subject’s physical head movements into a visual self-motion

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display) and display gain (the size of the movement/amplitude of the display

relative to the subject’s physical head movements).

Baseline end-to-end lag was measured to be 113 ms/40° out-of-phase for

the system used. Four levels of additional display lag were examined ranging

between 0 ms (i.e. oscillating displays moved in the opposite direction to the

subject’s physical head movements - the only display lag in this condition was

the baseline level of 113 ms/40° out-of-phase display oscillation) and 200 ms (i.e.

oscillating displays moved in the same direction as the subject’s physical head

movements - the total display lag in this condition was 313ms/110° out-of-phase

with the subject’s physical head movements). In each of these conditions, end-

to-end lag was calculated by simultaneously tracking the horizontal positions of

both the head and one of the moving squares with a video camera (for 10

complete head oscillations at 30 frames per second). Two images constructed

from horizontal slices through all frames of the video (one image corresponding

to the head motion, and the other corresponding to the display motion) were

scaled and then cross-correlated using a 2048 pixel square Fast Fourier

Transform. The time shifts in the peaks of the cross-correlation were averaged

together to get the average end-to-end lag of the system.

6.2.1.4 Design. The current experiment tested two independent variables -

display lag and display gain. There were 4 levels of display lag (0 ms/0, 50

ms/17.5, 100 ms/35 and 200 ms/70 out-of-phase display oscillation) and 3

levels of display gain (“2”, “1”, and “0”). A display gain of “2” indicated that

the visual display moved at twice the amplitude of the observer’s actual head

movements. A display gain of “1” indicated that the visual display moved at

the same amplitude as the subject’s actual head movements. A display gain of

“0” indicated that the head movement was not incorporated into the visual

display. Display lag varied between blocks and display gain varied within

blocks. Each non-zero level of display gain was examined in combination with

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each level of display lag. That is, the experimental design was not fully factorial

as we excluded the “0” gain control condition from our main analysis of display

lag - this condition did not update the subject’s physical head movements and

was, therefore, not meaningful to the analysis of display lag. We performed

three sets of multiple contrasts (controlling for the family-wise error rate 0.05).

These contrasts examined: (i) the effect of added display lag – where we

averaged across the two non-zero levels of display gain (i.e. “2” and “1” gains);

(ii) the effect of display gain – where we averaged across the different levels of

added display lag for each level of display gain (“2”, “1” and “0” gains); and

(iii) the interaction between display gain and display lag – where no averaging

was performed and each level of added display lag (0, 50, 100 and 200 ms) was

examined in combination with each level of display gain (“2”, “1” and “0”

gains).

The dependent variable in the experiment was the perceived strength of

vection in depth and was measured as a rating from 0-100. A vection strength

rating of 0 indicated no experience of self-motion (where the visual display

motion was attributed solely to object motion) and a vection strength rating of

100 indicated complete/saturated self-motion (where the visual display motion

was attributed solely to self-motion). Subjects made these ratings with respect

to a standard reference stimulus that they were told represented a self-motion

rating of 50. This stimulus simulated constant velocity forwards self-motion in

depth (a non-oscillating pattern of radially expanding optic flow – i.e. “0” gain)

and was viewed while the subject was stationary.

6.2.1.5 Procedure. At the beginning of the experiment, subjects were briefed on

the experimental procedure. They were told to oscillate their heads from side-

to-side at 1 Hz by: (i) oscillating from the waist, rather than the neck, to avoid

discomfort and/or injury; and (ii) timing their oscillations to a computer-

generated auditory tone that sounded, every half-cycle, at 0.5-second intervals

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(with the aim being to produce a physical head movement frequency of ~1 Hz).

Subjects were then run through the 4 experimental blocks of trials (i.e. a

separate block for each level of display lag). There were 6 trials within each

block (2 repetitions of each level of display gain) and each trial lasted 30

seconds. At the end of the experiment, subjects were verbally asked whether

they had detected a lag in any of the experimental blocks/trials.

6.2.2 Results

6.2.2.1 Effect of Added Display Lag

We first examined the effect of added display lag on vection by

performing a series of Bonferroni-corrected planned contrasts (controlling for

the family-wise error rate of 0.05). Oscillating displays (“2” and “1” gains) that

had an additional display lag of 0 ms (i.e. our baseline display lag condition)

produced significantly stronger vection in depth ratings than oscillating

displays that had an additional display lag of 50 ms (i.e. 163 ms total lag - F (1,

27) = 14.74, p 0.05) and 100 ms (i.e. 213 ms total lag - F (1, 27) = 11.74, p 0.05 -

see Figure 15).

As expected, in accordance with Kim and Palmisano (2010), no

difference was found between oscillating displays that had an additional lag of

0 ms (i.e. the condition that was closest to being in-phase with subjects’ physical

head movements) and oscillating displays that had an additional lag of 200 ms

(i.e. the condition that was the most out-of-phase with subjects’ physical head

movements - F (1, 27) = 2.35, p > 0.05). There was a trend toward displays with

an additional lag of 100 ms resulting in significantly stronger vection in depth

strength ratings than displays with an additional lag of 50 ms (however, this

did not reach significance - F (1, 27) = 6.95, p > 0.05).

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Figure 15. The effect of additional display lags (0 ms/0, 50 ms/17.5, 100 ms/35

and 200 ms/70 out-of-phase display oscillation) on vection in depth strength

ratings (0-100). Error bars depict +/- 1 standard error of the mean.

6.2.2.2 Effect of Display Gain

We next performed Bonferroni-corrected planned contrasts on our

display gain data (controlling for the family-wise error rate of 0.05). We found a

significant difference in vection in depth between “2” and “0” display gains (F

(1, 27) = 28.81, p 0.05) and “1” and “0” display gains (F (1, 27) = 19.02, p 0.05 -

see Figure 16).

As can be seen in Figure 16, larger display gains (“2” and “1”) increased

vection in depth strength ratings relative to “0” gain conditions (i.e. purely

radial flow displays). However, no significant difference in vection in depth

was found between “2” and “1” display gains (F (1, 27) = 2.49, p 0.05).

0

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Figure 16. The effect of display gain (“2”, “1” and “0” gains) on vection in depth

strength ratings (0-100). Error bars depict +/- 1 standard error of the mean.

6.2.2.3 Interaction between Added Display Lag and Display Gain

Finally, we performed Bonferroni-planned contrasts to examine any

interactions between display lag and display gain (controlling for the family-

wise error rate at 0.05). For non-zero display gain conditions (“2” and “1” gains),

we found a significant difference in vection in depth between displays with an

additional lag of 0 ms (i.e. 113 ms total lag) and displays that had an additional

lag of 50 ms (i.e. 163 ms total lag), F (1, 27) = 22.81, p 0.05 (see Figure 17).

For “2” gain conditions, we found: (i) a significant difference between

displays with an additional lag of 0 ms and displays with an additional lag of

100 ms (i.e. 213 ms total lag - F (1, 27) = 19.26, p 0.05); and (ii) a significant

difference between displays with an additional lag of 0 ms (closest condition to

being in-phase with subjects’ physical head movements) and displays with an

additional lag of 200 ms (the condition that was the most out-of-phase with

subjects’ physical head movements – i.e. 313 ms/110 total lag), F (1, 27) = 9.79, p

0.05. Therefore, there appears to be some advantage for more ecological self-

motion displays (compared to displays that were less ecological) when these

0

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Oscillation Twice Oscillation Same Radial

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displays were simulated at twice the amplitude of subjects’ physical head

movements. For “1” gain conditions, we found a significant difference between

displays with an additional lag of 0 ms and displays with an additional lag of

50 ms, F (1, 27) = 12.17, p 0.05.

Figure 17. The effect of additional display lags (0 ms/0, 50 ms/17.5, 100 ms/35

and 200 ms/70out-of-phase display oscillation) and display gain (“2, “1” and

“0” gains) on vection in depth strength ratings (0-100). Error bars depict +/- 1

standard error of the mean.

6.2.2.4 Head Movement Analyses

Subjects moved their heads in a similar fashion for all of the display lag

conditions tested. In all cases, head oscillation frequences were slower than the

1 Hz oscillation indicated by the computer-generated metronome tones. Actual

head movement frequencies and amplitudes were on average 0.63 ± 0.06 Hz

and 6.03 ± 1.38 cm, respectively.

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6.2.2.5 Subjective Lag Detection

It was possible that the above unexpected effects of display lag on

vection in depth might reflect differences between the physical lag and the

subject’s impressions of this lag. When asked at the end of the experiment

whether they had detected delays between their head movements and the

display, our subjects stated that they had not noticed delays in any of the

experimental conditions tested. Thus, this post-hoc questioning of our

untrained and näive participants appeared to be too coarse to catch subjective

changes in display lag (possibly because this lag was misperceived as

independent object/scene motion). So we carried out a control experiment,

where we: (i) specifically trained 6 subjects in detecting display lag; and (ii) had

them rate only the lag they experienced when they moved their heads while

viewing our different experimental displays (ratings were made relative to our

baseline lag condition, which they were told represented a perceived lag of “0”).

The effect of this display lag on subjects’ lag ratings was examined using five

Bonferroni-corrected contrasts (planned to test a subjective lag based

explanation of the current lag findings on vection in depth). The mean lag

ratings for the 0, 50, 100 and 200 ms added display lag conditions are shown in

Figure 18.

As would be predicted by the vection in depth ratings in our main

experiment, both 50 and 100 ms added display lag conditions produced

significantly greater lag ratings than baseline conditions (F (1, 5) = 46.37, p <

0.05; F (1, 5) = 128.13, p < 0.05, respectively). However, contrary to predictions:

(i) 200 ms added lag produced significantly greater lag ratings than baseline

conditions (F (1, 5) = 26.3, p < 0.05); and (ii) 50 ms added lag did not produce

significantly different lag ratings to 200 ms added lag (F (1, 5) = 5.23, p > 0.05).

There was also a trend toward 100 ms added lag producing greater lag ratings

than the 200 ms added lag condition – however, this only approached

significance (F (1, 5) = 13.86, p > 0.05).

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Figure 18. The effect of additional display lags (0 ms, 50 ms, 100 ms and 200 ms)

on subjective lag ratings (0-100). Error bars depict +/- 1 standard error of the

mean.

6.2.3 Discussion

The current experiment examined the effect of display lag on the

experience of vection in depth in active observers. Consistent with virtual

reality studies which show that increasing display lag has detrimental effects on

peformance (Frank et al., 1988; So & Griffin, 1995a) and simulator sickness

(Draper et al., 2001), added display lag of 50 ms was shown to significantly

weaken vection in depth compared to our baseline 0 ms added lag conditon.

Interestingly, increasing this added display lag above 50 ms no longer appeared

to impair vection — in fact, it actually improved it. That is, our baseline 0 ms

added display lag condition and our maximum 200 ms added display lag

condition were both found to produce the strongest vection in depth strength

ratings.

Based on previous virtual reality research (e.g. Allison et al., 2001), we

had expected that increasing the physical display lag would weaken vection in

a roughly linear fashion. This was not found to be the case in the current

experiment. 50 ms added lag produced weaker vection strength ratings than

0

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Su

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100 ms added lag and 200 ms added lag produced similar vection ratings to

baseline lag conditions. It was possible that these vection results might have

been due to differences between the physical lag and the subjective impression

of this lag. In support of this notion, a subsequent control experiment found

that both 50 ms and 100 ms added lag conditions produced significantly greater

lag ratings than baseline lag conditions. However, contrary to this notion: (i)

200 ms added lag and baseline conditions were not found to produce similar

lag ratings; and (ii) 50 ms added lag conditions did not produce significantly

greater lag ratings than 200 ms added lag conditions.

A more likely explanation of the current results is that increasing added

display lag in the current experiment only impaired vection in depth up to a

critical point (i.e. between 0-50 ms added lag; i.e. between 113 and 163 ms total

lag). Beyond this critical level of physical/subjective lag, the visual system may

simply have overridden/downplayed the information provided by the

vestibular and proprioceptive systems so as to reduce the multisensory conflict.

This explanation is consistent with the findings of a number of

neurophysiological (Brandt et al., 1998; Kleinschimdt et al., 2002) and

experimental (Berthoz et al., 1975; Wong & Frost, 1981) studies, which suggest

that, during self-motion perception, there is a reciprocal inhibitory relationship

between the visual and vestibular systems. It is possible that the 50 ms added

lag condition was the most disruptive because, despite this added lag, the

display always moved in an ecological direction. This display motion was 57.5

out-of-phase with the head and so always moved in the opposite direction to

the observer’s head. By contrast, in the 200 ms added lag condition, the display

motion was 110 out-of-phase with the head and, thus, it always moved in a

non-ecological direction. In the 100 ms added lag condition, the display was 75

out-of-phase with the head and, thus, only moved in an ecological direction

some of the time. Therefore, even though significant multisensory conflicts

should have been generated by all of our non-zero added lag conditions, we

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propose that the visual system overode/downplayed the conflicting vestibular

and proprioceptive information generated by the less ecological lag conditions.

It should also be noted that head oscillation frequency in the current

experiment was slower (~0.63 Hz – see Section 6.2.2.4) than the computer-

generated metronome (~1 Hz). Allison et al., (2001) has previously suggested

that lower visual detection thresholds for lag are associated with increases in

head oscillation frequency (i.e. 1 Hz and above). Therefore, our subjects’ slower

head movements may have caused them to be less sensitive to display lag in the

current experiment. Future studies may find that display lag is more readily

detectable and disruptive to vection when higher head oscillation frequencies

are examined.

In terms of display gain, we found that larger simulated gains (“2” and

“1”) increased the experience of vection in depth. That is, display gains that

were the same (“1” gain) and twice (“2” gain) the amplitude of one’s physical

head movements (i.e. oscillating displays) both increased vection in depth

strength ratings compared to constant velocity radial flow displays (“0” gain or

non-oscillating displays). This advantage was present regardless of the level of

additional lag (i.e. larger simulated gains increased vection compared to zero

gains for all levels of display lag). Once again, this provides evidence for a

jitter/oscillation advantage for vection (Kim & Palmisano, 2008; Palmisano et al.,

2000; 2008), and suggests that greater levels of display motion increase vection

(even when they are inconsistent with non-visual information about self-

motion). In terms of virtual reality and augmented reality research, this also

indicates that when simulating self-motion in a 3-D virtual visual environment,

displays may need to simulate higher visual gains relative to an observer’s

physical movements (rather than visual gains that are less than or equivalent to

the observer’s physical movement), possibly resulting from illusory

compression/distortion of the depth axis.

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Interestingly, when we examined the interactions between display lag

and display gain, we found that there was a significant difference in the vection

in depth obtained for our large gain baseline and our large gain maximum

added display lag conditions (with the former condition resulting in strongest

vection in depth strength ratings). This finding suggests that subjects are more

sensitive to the effects of added display lag when visual displays simulate

larger display gains (i.e. “2” gains). Alternatively, it may suggest that there is

some advantage for display oscillation that moves in the opposite direction to a

subject’s physical head movements (i.e. ecological compared to non-ecological)

when these displays simulate larger display gains (see Ash, Palmisano, & Kim,

2011).

A number of previous studies have suggested that impairments in the

perception and/or performance of observers in virtual environments may be the

direct result of the visual consequences of the display lag (i.e. the display image

is often thought to “swim” or “slip” – see Adelstein et al., 2003). As stated

earlier, when questioned directly after the experiment, our naïve and untrained

subjects did not report consciously detecting lag in any of the conditions tested

– even though some of these added display lags significantly altered their

vection in depth. They were generally quite surprised when told about the

display lag manipulation. While subjects can become more aware of display lag

with instructions and specialised training, this lag was not particularly salient

for naïve observers viewing our self-motion displays. This observation has

important implications for simulator training applications as it suggests that

even when the display lag is not obvious, it can still significantly impair the

perceptions and/or performance of the user. Therefore, in terms of simulator

and augmented-reality applications, it may be important for researchers to

identify critical levels of display lag based on virtual task performance, as well

as examining the ability of trained observers to consciously detect this lag

(particularly when these tasks rely on the visual illusion of self-motion).

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The current experiment had several limitations. Firstly, the head tracker

system used had a reasonably high baseline lag (i.e. ~113 ms) inherent to the

system. Ideally, future studies should use a head tracking system with less

baseline lag. Secondly, we did not record eye movement data. It has been

recently suggested that eye movements play an important role in compensating

for sensory conflicts during vection (Kim & Palmisano, 2008, 2010). Finally, we

only examined the effect of lag between display motion and head motion along

the horizontal axis. Future studies could also examine this relationship along

other axes (e.g. vertical and/or depth axes).

In conclusion, while display lag can impair the experience of

multisensory vection in depth, the relationship is complex. Increasing display

lag only impaired vection in depth up to a critical point in the current

experiment (this critical added lag of 50 ms corresponded to a total end-to-end

system lag of 163 ms). We conclude that beyond this critical level of lag the

conflict between the visual and non-visual senses became too great, and the

visual system simply overrode or downplayed the conflicting vestibular and

proprioceptive information. It is likely that multisensory conflicts were more

readily overridden or downplayed when, as a result of the added lag, the visual

display motion moved in a non-ecological direction with respect to the subject’s

head movements.

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7 EMPIRICAL CHAPTER 3: DO MULTISENSORY AXIS-BASED

CONFLICTS ALTER VECTION?

Manuscript published in Perception

Ash, A., & Palmisano, S. (2012). Vection during conflicting multisensory

information about the axis, magnitude and direction of self-motion.

Perception, 41, 253-267 doi: 10.1068/p7129

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7.1 Introduction

Vection (or the visually induced illusion of self-motion) has often been

used to investigate how the senses interact during different situations of self-

motion (Fischer & Kornmüller, 1930). The ‘train illusion’ is possibly the best

known example of vection. This is the illusion of self-motion experienced when

one sits on a stationary train and observes the train on the next track pulling out

of the station. Since such illusions of self-motion can be induced by visual

information alone, the visual system is often thought to play a particularly

important role in the perception of self-motion (Dichgans & Brandt, 1978;

Johansson, 1977; Lee & Lishman, 1975; Lishman & Lee, 1973). However, there

are also a number of non-visual senses that can contribute to the perception of

self-motion (especially during active self-motions). These include the vestibular,

somatosensory and proprioceptive systems (Benson, 1990; Johansson, 1977;

Siegler et al., 2000). In particular, the vestibular system is often thought to

provide important information about linear and angular self-acceleration, even

though it is unable to distinguish between the observer travelling at a constant

linear velocity and remaining stationary (Benson, 1990; Lishman & Lee, 1973).

While these different senses are thought to provide consistent/redundant

information about self-motion in many situations, information in other

situations is often non-redundant (Ricco & Stoffregen, 1991; Stoffregen & Riccio,

1991), which may lead to so-called ‘sensory conflict’ (Reason, 1978).

Unresolved sensory conflicts are thought by many to be responsible for a

number of unpleasant physical symptoms (such as nausea, disorientation,

postural instability and other symptoms commonly associated with motion

sickness – Bles et al., 1998; Bubka & Bonato, 2003; Palmisano et al., 2007) and

impair task performance (Bos et al., 2005).

Over the years, vection studies have examined self-motion perception in

a variety of so-called situations of sensory conflict (see Palmisano et al., 2011,

for a recent review). Recent studies have shown that not only is the vection

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experienced by stationary observers surprisingly robust to visually simulated

self-acceleration, it actually appears to be enhanced by them (compared to

displays which only simulate constant velocity self-motions – Nakamura, 2010;

Palmisano et al., 2000; 2003; 2007; 2008; 2009; 2011). Adding simulated

horizontal/vertical viewpoint jitter and oscillation to radial flow displays

simulating constant velocity self-motion in depth has been shown to improve

vection strength ratings, reduce vection onset times, and increase vection

durations. These viewpoint jitter and oscillation advantages for vection are

found despite the fact that this visually simulated self-acceleration is expected

to dramatically increase the level of visual-vestibular conflict.

Recent research has also examined the vection induced in active,

physically moving observers. These studies have shown that multisensory

conflicts between visually simulated and physical self-motion often do not

impair vection (Ash et al., 2011b; Kim & Palmisano, 2008, 2010). In these studies,

seated subjects actively oscillated their heads from either from side-to-side or

back-and-forth. As a result, self-motion displays typically had two optic flow

components: an oscillating component based on the observer’s tracked head

movements and a constant velocity component representing forwards self-

motion in depth. Interestingly, Kim and Palmisano (2008) found no difference

between the vection in depth induced by horizontal display oscillation in the

same or the opposite direction to the observer’s head movements (despite the

expectation that the former non-ecological condition would generate substantial

visual-vestibular conflict and the latter ecological condition would generate

minimal visual-vestibular conflict). Similarly, Ash and colleagues (2011b) found

no difference between the vection in depth induced by back-and-forth display

oscillation in the same or the opposite direction to the observer’s physical head

movements.

From the above findings it appears that vection is remarkably tolerant to

a number of situations of expected multisensory conflict. However, the visual

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system is not always successful at overriding/downplaying conflicting non-

visual information about self-motion. For example, a recent study by Ash,

Palmisano, Govan, and Kim (2011) found that vection in depth strength could

be reduced by introducing lag between the observer’s actual head movement

and the incorporation of this head movement information into the visual

display.

In the above studies, both the physical and the visually simulated self-

acceleration were always along the same-axis. The aim of the current study was

to examine vection induced when the visually simulated self-acceleration

occurs along an orthogonal-axis to the physical self-acceleration. Four different

experimental conditions were examined: (1) both physical and simulated head

oscillation along the horizontal axis; (2) both physical and simulated head

oscillation along the depth axis; (3) physical head oscillation along the depth

axis paired with simulated head oscillation along the horizontal axis; and (4)

physical head oscillation along the horizontal axis paired with simulated head

oscillation along the depth axis. The gain of the display motion (relative to the

head motion) in all four conditions varied from trial to trial (that is, physical

head oscillation was either not updated into the display, or updated at the same

or twice the amplitude as the observer’s head movements). When physical and

simulated head motions occurred along the same-axis, we also re-examined the

effect of multisensory conflicts based on the simulated direction of self-motion14

(i.e. the simulated head oscillation moved either in the same or the opposite

direction to the observer’s physical head movements). Thus, by varying the axis,

direction and gain of the display motion (relative to the physical head motion)

we were able to systematically examine vection under a variety of multisensory

14 It should be noted that there have been reports of vection differences in stationary, upright

observers based simply on the simulated direction of self-motion. For example, Bubka et al.

(2008) showed a vection advantage for visually simulated backwards, as opposed to forwards,

self-motion. However, other studies have reported no vection asymmetry between the opposite

directions of simulated self-motion (Nakamura & Shimojo, 1998; Palmisano et al., 2009).

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conflict conditions (ranging from “little/no” to “extreme” expected

multisensory conflicts).

7.2 Experiment 5. Effects of conflicting head and display motion on vection in

depth

In this experiment, observers viewed displays simulating constant

velocity self-motion in depth while physically oscillating their heads left-right

or back-forth (in time with a metronome). In some trials, their tracked head

movements were incorporated directly into the self-motion display along

either: (i) the same axis as the head motion in an ecological direction; (ii) the

same axis in a non-ecological direction; or (iii) an orthogonal axis. In other trials,

these tracked head movements were ignored (not updated into the display).

Observers were asked to report only on the strength of the component of

vection along the depth axis.

7.2.1 Method

7.2.1.1 Subjects. Twenty-five undergraduate psychology students (19 females

and 6 males; mean age = 20.88, SD = 0.75) at the University of Wollongong

received course credit for their participation in this experiment. All had normal

or corrected-to-normal vision and no existing vestibular or neurological

impairments. The Wollongong Ethics Committee approved the study in

advance. Each subject provided written informed consent before participating

in the experiment.

7.2.1.2 Apparatus. A Mitsubishi Electric (Model XD400U) colour data projector

(1024 (horizontal) x 768 (vertical) pixel resolution; the update rate was 30Hz)

was used to rear project computer-generated displays onto a flat projection

screen (1.48 m wide x 1.20 m high). Subjects viewed displays from a fixation

distance of approximately 2.2 m away from the screen. They were asked to

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move their heads from either side-to-side or back-and-forth in time with a

computer-generated metronome.

A ceiling mounted camera (FIREFLY-MV, Point Grey Research) was

used to track the subject’s head position (see Figure 5 in Empirical Chapter 1)

and these movements were then incorporated into the display in real-time

and/or recorded for the purpose of checking inter-subject consistency in terms

of the frequency and amplitude of their active head movements. Specifically,

this digital firewire camera acquired images of a small plastic dome headset

fitted to the top of the participant’s head at 120 fps. Five LEDs were arranged in

a square on the surface of this headset and their coordinates were acquired by a

local PC running Windows XP. Real-time analysis of these coordinates was

performed using custom software written in Visual C++ 6.0 to obtain the inter-

aural head position in pixels. Simple algorithms introduced in the head tracking

procedure were applied to linearise the inter-aural resolution of the system

across different depths from the camera lens. A pixels-to-centimetres

conversion factor was used to ascertain the 3D position of the head in space

(please see Kim & Palmisano, 2008, for more details about the head tracking).

At the end of each trial, the subject moved a linear throttle (Pro Throttle

USB) along a sliding scale (that ranged from 0-100) to represent the perceived

strength of their vection in depth. A rating of 0 indicated no experience of self-

motion (display motion was attributed solely to object motion – i.e. stationary

observer) and a rating of 100 indicated maximum vection (display motion was

attributed solely to self-motion – i.e. stationary surround). The subject made

these ratings compared to a standard reference stimulus that they were told

represented a self-motion in depth strength rating of 50. This reference stimulus

was a non-oscillating pattern of radially expanding optic flow (i.e. 0 gain). It

simulated constant velocity forwards self-motion in depth and was viewed

prior to the experimental trials while the subject was stationary.

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7.2.1.3 Visual Displays. Visual displays simulated an optic flow pattern

consisting of 2592 randomly placed blue square objects (1.8 cd/m2) on a black

background (0.04 cd/m2). These objects were uniformly distributed within a

simulated 3-D environment, which was 12 units wide by 12 units high and 18

units (~ 3 m) deep (object density was one dot per cube unit). Each optic flow

display also had a green fixation dot (20 cd/m2) that was located in the centre of

the display screen at an intermediate distance in the depth plane. Subjects were

asked to fixate on this stationary green dot for the duration of each 30 s trial.

All optic flow displays simulated the same constant velocity (11.25

units/s or 1.5 m/s) forward self-motion in depth (i.e. all displays had the same

radially expanding flow component). Subjects were asked to oscillate their head

either left-to-right or back-and-forth and information about their changing head

position was updated into the visual display in real-time. This visually

simulated head oscillation was applied along either the same-axis or the

orthogonal-axis to the subject’s actual head-motion. For same axis self-motion

conditions, there were 5 combinations of display phase and gain for both axis

types: “+2”, “+1”, “0”, “-1” or “-2”. During in-phase conditions (indicated by a “+”

sign), the visual display always moved in the opposite direction to the subject’s

physical head movements, providing consistent visual-vestibular information

about self-acceleration. By contrast, in out-of-phase conditions (indicated by “-”

sign), the visual display always moved in the same direction as the subject’s

physical head movements, providing inconsistent visual-vestibular information

about self-acceleration. Finally, in no visual oscillation conditions (“0” gain), the

subject’s physical head movements were simply ignored – which should also

have provided inconsistent visual-vestibular information about self-acceleration.

The gain of the additional horizontal display motion (with respect to the

subject’s head movement) was twice as large in the “+2” and “-2” conditions as

in “+1” and “-1” conditions.

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It should be noted that there was no reason to examine the directional

component (i.e. the phase) of the visual display for orthogonal axis conditions,

as displays simulated a completely different axis to the subject’s physical self-

motion (for example, fore-aft head oscillation would be updated as horizontal

display oscillation). These displays only varied in terms of amplitude, and not

phase (i.e. phase was ignored in these self-motion conditions). Similar to

consistent self-motion axis conditions, displays moved at either twice the

amplitude as the physical head movements, at the same amplitude as these

physical head movements, or were simply ignored (i.e. were not updated into

the self-motion display).

7.2.1.4 Procedure. The subject was first briefed on the experimental instructions

and requirements. Head oscillation type (horizontal vs. back-and-forth), display

motion axis (same vs. orthogonal) and display motion gain (+/-2, +/-1, 0) all varied

as within subject variables. Prior to the experiment, subjects were run through

two practice trials (they made horizontal head movements in one, and back-

and-forth head movements in the other) and given feedback about the

frequency and amplitude of their head movements. They were told to oscillate

their heads from left-to-right or back-and-forth by: (i) oscillating at the waist,

rather than the neck, to avoid discomfort and/or injury; and (ii) timing their

oscillations to a computer-generated auditory tone that sounded at 0.5 s

intervals (with the aim being to produce a physical head oscillation frequency

of approximately ~0.5 Hz).

Subjects were run through each of the following 4 experimental blocks of

trials (1) horizontal head oscillation updated as horizontal display oscillation;

(2) horizontal head oscillation updated as display oscillation in depth; (3) head

oscillation in depth updated as display oscillation in depth; and (4) head

oscillation in depth updated as horizontal display oscillation. There were 10

trials in each block (2 repetitions of each of the 5 levels of phase and gain), with

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each trial lasting 30 secs. Vection in depth strength ratings were averaged

across experimental repeats.

7.2.2 Results

7.2.2.1 Horizontal Physical Head Oscillation Data

7.2.2.1.1 Horizontal Head and Display Motion (Condition 1)

We performed Bonferroni-planned contrasts on this same-axis data

(controlling the family-wise error rate at 0.05). Consistent with previous

research, we found that both in-phase (F (1, 24) = 42.17, p < .001) and out-of-

phase (F (1, 24) = 32.25, p < .001) horizontal display oscillation conditions both

produced significantly stronger vection in depth ratings than no display

oscillation conditions (where displays simulated constant velocity forward self-

motion and were not altered by the subject’s physical head movements - see

Figure 19). No significant difference in vection in depth was found between

horizontal in-phase and horizontal out-of-phase display oscillation (F (1, 24) =

2.77, p > .05). However, when this display oscillation was simulated at twice the

amplitude of subjects’ head movements, we found that horizontal in-phase

display oscillation resulted in significantly stronger vection in depth ratings

compared to horizontal out-of-phase display oscillation (F (1, 24) = 7.83, p = .05).

Furthermore, for our horizontal in-phase display oscillation conditions, we

found a significant effect of display gain (with larger display gains resulting in

significantly stronger vection in depth ratings - F (1, 24) = 19.42, p < .001). This

was not found to be the case for our horizontal out-of-phase display oscillation

conditions (there was no significant difference in vection in depth between

large and small gains for these conditions - F (1, 24) = 1.42, p > .05).

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Figure 19. Effect of combined horizontal head and horizontal display oscillation

on vection in depth strength ratings (0-100) as a function of both display gain

(either at the same or twice the amplitude expected from the subject’s head

movements) and phase (either in-phase with, out-of-phase with, or unaffected

by, the subject’s head movements). Error bars depict +/- 1 standard error of the

mean.

7.2.2.1.2 Horizontal Head and Depth Axis Display Motion (Condition 2)

We also performed Bonferroni-planned contrasts on this orthogonal self-

motion axis data (controlling the family-wise error rate at 0.05). Similar to our

same self-motion axis data, we found a significant effect of display oscillation

(see Figure 20). That is, oscillating displays were shown to increase vection in

depth compared to non-oscillating displays (F (1, 24) = 55.19, p < .001). There

was a trend toward larger display gains (i.e. 2) producing stronger vection in

depth ratings than smaller display gains (i.e. 1). However, this trend did not

reach significance - F (1, 24) = 16.02, p < .001).

0

10

20

30

40

50

60

70

80

In-Phase

Oscillation

Twice

In-Phase

Oscillation

Same

No

Oscillation

Out-of-Phase

Oscillation

Same

Out-of-Phase

Oscillation

Twice

Vec

tio

n S

tren

gth

Rat

ing

s

Display Gain

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Figure 20. Effect of horizontal head oscillation coupled with depth display

oscillation on vection in depth strength ratings (0-100) as a function of display

gain (either at the same or twice the amplitude expected from the subject’s head

movements). Error bars depict +/- 1 standard error of the mean.

7.2.2.1.3 Comparison of Same and Orthogonal Self-motion Axis Data

(Horizontal Head Motion)

Finally, for our physical horizontal head oscillation data, we performed

Bonferroni-planned contrasts to compare the vection in depth induced by same-

axis and orthogonal-axis display oscillation (controlling the family-wise error

rate at 0.05). Same-axis display oscillation did not produce significantly

different vection in depth to orthogonal-axis display oscillation when the

display oscillation was in-phase (F (1, 24) = 2.61, p > .05; see Figure 21). However,

same-axis display oscillation produced significantly weaker vection in depth

than orthogonal-axis display oscillation when it was out-of-phase (F (1, 24) =

7.54, p = .03). In fact, this vection advantage for orthogonal-axis conditions

compared to out-of-phase same-axis conditions increased when head oscillation

was simulated at twice the amplitude of as the actual self-motion (F (1, 24) =

12.21, p = .01). This might suggest that same-axis directional conflicts were more

important than orthogonal-axis conflicts during our horizontal head motion

conditions.

0

10

20

30

40

50

60

70

80

Oscillation Twice Oscillation Same No Oscillation

Vec

tio

n S

tren

gth

Rat

ing

s

Display Gain

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Figure 21. Vection in depth strength ratings (0-100) for in-phase and out-of-

phase same (horizontal head-and-display) axis and orthogonal (horizontal

head, depth display) axis conditions as a function of display gain (either at the

same or twice the amplitude expected from the subject’s head movements).

Error bars depict +/- 1 standard error of the mean.

7.2.2.2 Physical Back-and-forth Head Oscillation Data

7.2.2.2.1 Depth Axis Head and Display Motion (Condition 3)

Similar to our horizontal same axis data, we performed Bonferroni-

planned contrasts on our depth same axis data (controlling for a family-wise

error rate of 0.05). In-phase (F (1, 24) = 28.97, p < .001) and out-of-phase (F (1, 24)

= 28.51, p < .001) depth display oscillation conditions were both found to

produce significantly stronger vection in depth ratings than no display

oscillation conditions (see Figure 22). However, we failed to find a difference in

the vection in depth induced by in-phase and out-of-phase depth display

oscillation conditions (even when display oscillation was simulated at twice the

amplitude of the subject’s physical head movements - F (1, 24) = 0.07, p > .05).

We did find a significant effect of display gain for in-phase oscillation

conditions, with larger gains resulting in significantly stronger vection in depth

0

10

20

30

40

50

60

70

80

Same Axis In-

Phase

Oscillation

Same Axis Out-

of-Phase

Oscillation

Orthogonal

Axis

Vec

tio

n S

tren

gth

Rat

ing

s

Head-and-Display Oscillation

Oscillation Twice

Oscillation Same

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strength ratings (F (1, 24) = 43.75, p < .001). We also found a similar significant

effect of display gain for our out-of-phase display oscillation conditions (F (1,

24) = 9.32, p = .03).

Figure 22. Effect of head-and-display oscillation, both along the depth axis, on

vection in depth strength ratings (0-100) as a function of display gain (either at

the same or twice the amplitude expected from the subject’s head movements)

and phase (either in-phase with, out-of-phase with, or unaffected by, the

subject’s head movements). Error bars depict +/- 1 standard error of the mean.

7.2.2.2.2 Depth Axis Head and Horizontal Display Motion (Condition 4)

We also performed Bonferroni-planned contrasts on our depth

orthogonal axis conditions (controlling for a family-wise error rate of 0.05).

Under these conditions, oscillating displays were again found to produce

stronger vection in depth ratings than non-oscillating displays (F (1, 24) = 35.02,

p < .001; see Figure 23). Furthermore, the large amplitude display oscillation (i.e.

2) condition was found to produce stronger vection in depth ratings than the

small display oscillation (i.e. 1) condition (F (1, 24) = 20.34, p < .001).

0

10

20

30

40

50

60

70

80

In-Phase

Oscillation

Twice

In-Phase

Oscillation

Same

No

Oscillation

Out-of-Phase

Oscillation

Same

Out-of-Phase

Oscillation

Twice

Vec

tio

n S

tren

gth

Rat

ing

s

Display Gain

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Figure 23. Effect of physical depth head oscillation coupled with horizontal

display oscillation on vection in depth strength ratings (0-100) as a function of

display gain (either at the same or twice the amplitude expected from the

subject’s head movements). Error bars depict +/- 1 standard error of the mean.

7.2.2.2.3 Comparison between Same and Orthogonal Self-motion Axis Data

(Depth Axis Head Motion)

Finally, we performed Bonferroni-planned contrasts to compare depth

same and orthogonal axis conditions (controlling for a family-wise error rate of

0.05). During depth axis head motions, we found trends for same-axis display

oscillation producing stronger vection in depth ratings than orthogonal-axis

display oscillation - for both in-phase (F (1, 24) = 5.19, p = .06) and out-of-phase

(F (1, 24) = 5.33, p = .06) conditions (see Figure 24). However, when this display

oscillation was simulated at twice the subject’s physical head movements, we

found that both in-phase (F (1, 24) = 6.76, p = .03) and out-of-phase (F (1, 24) =

6.12, p = .04) same-axis conditions resulted in significantly stronger vection in

depth strength ratings compared to the corresponding orthogonal-axis

condition.

0

10

20

30

40

50

60

70

80

Oscillation Twice Oscillation Same No Oscillation

Vec

tio

n S

tren

gth

Rat

ing

s

Display Gain

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Figure 24. Vection in depth strength ratings (0-100) for in-phase and out-of-

phase same (depth head and display) axis and orthogonal (depth head and

horizontal display) self-motion axis conditions as a function of display gain

(either at the same or twice the amplitude expected from the subject’s head

movements). Error bars depict +/- 1 standard error of the mean.

7.2.2.3 Head Movement Data

Subjects were found to oscillate their heads at a similar frequency for all

conditions tested (~0.64 Hz on average). Physical head oscillation frequencies

were similar for: (i) our horizontal-head-and-display and our depth-head-and-

display oscillation conditions (t (24) = 1.32, p = .2); (ii) our horizontal-head-and-

display and our horizontal-head-and-depth-display oscillation conditions (t (24)

= - 1.01, p = .32); and (iii) our depth-head-and-display and our depth-head-and-

horizontal-display oscillation conditions (t (24) = 1.77, p = .09).

Head movement amplitudes were similar for our depth-head-and-

display (M = 5.99 cm) and our horizontal-head-and-display (M = 5.98 cm)

oscillation conditions (t (24) = .02, p = .99). They were also similar for our

horizontal-head-and–display (M = 5.98 cm) and horizontal-head-and-depth-

display (M = 5.42 cm) oscillation conditions (t (24) = 1.16, p = .19). However, we

0

10

20

30

40

50

60

70

80

Same Axis In-

Phase

Oscillation

Same Axis Out-

of-Phase

Oscillation

Orthogonal

Axis

Vec

tio

n S

tren

gth

Rat

ing

s

Head-and-Display Oscillation

Oscillation Twice

Oscillation Same

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did find a significant difference in head oscillation amplitude between our

depth-head-and-display (M = 5.99 cm) and our depth-head-and-horizontal-

display (M = 6.88 cm) oscillation conditions (t (24) = -2.46, p = .02). It is possible

that this difference in head amplitudes might explain the differences in vection

in depth strength ratings found for these two types of conditions (see Figure 25).

Figure 25. Average physical head movement amplitudes (cm) for same- and

orthogonal-axis horizontal and depth head-and-display oscillation conditions.

Error bars depict +/- 1 standard error of the mean.

We performed regression-based analyses to determine whether physical

head movement amplitude predicts vection in depth strength ratings. These

regression-based analyses utilised all data15 (i.e. each vection strength rating

was paired with the appropriate head oscillation amplitude for the trial)

following Lorch and Myers (1990) suggested method for Repeated Measures

designs. To avoid averaging across individual subjects, we calculated separate

regression equations for each of our 25 subjects using measurements from each

15 Since our experiment had a Repeated Measures design, the raw data did not represent

independent samples. In this situation, Lorch and Myers’ (1990) recommend that: (i) individual

regression equations should be calculated for each subject; and then (ii) a t-test should be

performed to determine whether regression coefficients are significantly different from zero.

0

1

2

3

4

5

6

7

Depth Same-

Axis

Depth

Orthogonal-Axis

Horizontal

Same-Axis

Horizontal

Orthogonal-Axis

Hea

d M

ov

emen

t A

mp

litu

de

(cm

)

Head-and-Display Oscillation

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condition. We then performed a one sample t-test on the β coefficients for these

different equations, and found that these were not significantly different from

zero (t (24) = -0.4, p = .7 – see Table in Appendix B). Thus, our subjects’ head

movement amplitudes were not found to significantly predict their vection in

depth strength ratings.

7.2.3 Discussion

Overall, there was surprisingly little evidence of vection in depth

impairment in the orthogonal-axis head-and-display motion conditions. The

vection in depth induced in horizontal head motion conditions with depth

display oscillation was similar to that induced in ecological conditions (where

both the head and display oscillated in-phase along the horizontal axis).

However, interestingly, we did find a modest vection impairment in depth

head motion conditions when this head oscillation was updated as horizontal

display oscillation (compared to ecological conditions where both the head and

display oscillated in-phase along the depth axis).

As in previous studies, vection in depth was also found to be remarkably

tolerant to same-axis multisensory conflicts. While vection in depth was found

to be similar for in-phase and out-of-phase same axis conditions during depth

head motion, we did find a modest vection in depth impairment when the

inducing display was out-of-phase with the subject’s horizontal head motion.

Specifically, when large amplitude horizontal display oscillation was used, in-

phase head-and-display oscillation produced significantly stronger vection in

depth strength ratings than out-of-phase head-and-display oscillation. This

latter result is consistent with recent findings of Ash et al. (2011b) that

consistent multisensory information about horizontal self-motion can increase

vection.

Our failure to find dramatic vection impairments in the above

‘multisensory conflict’ conditions is highly consistent with the findings of

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several experimental (Berthoz et al., 1975; Wong & Frost, 1981) and

neurophysiological imaging (Brandt et al., 1998; Kleinschmidt et al., 2002)

studies. Taken together, these studies suggest that there may be a reciprocal

inhibitory interaction between the visual and vestibular systems during vection.

We believe that these current psychophysical and past neurophysiological

findings are all consistent with the notion that vision may downplay or

override conflicting vestibular information about self-motion during situations

of multisensory conflict (particularly in situations of extreme conflict).

However, if the visual system was overriding or downplaying vestibular

information in extreme multisensory conflict situations, why did we find a

vection impairment in depth-head-and-horizontal-display oscillation conditions

(compared to ecological head-and-display motion conditions)?

One possible explanation was that depth-head-and-horizontal-display-

oscillation conditions produced larger head oscillation amplitudes than the

other three types of experimental conditions (depth-head-and-display-

oscillation, horizontal-head-and-display-oscillation, and horizontal-head-and-

depth-display-oscillation). However, when we performed a regression analysis

on these data, we found that head movement amplitudes did not significantly

predict vection in depth strength ratings. Therefore, we believe that differences

in physical head movement amplitudes cannot explain this particular vection

strength finding (or in fact any of our other vection strength effects).

Alternatively, it was possible that depth-head-and-horizontal-display

oscillation generated weaker ratings of vection in depth than depth-head-and-

display oscillation because it provided less visual information about self-motion

in depth (since subjects were only asked to rate the motion in depth component

of their vection – not their sideways or their overall vection). We tested this

possibility in the control experiment described below.

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7.3 Experiment 6. Effects of conflicting head and display motion on sideways

vection

This control experiment was identical to Experiment 5, with only one

exception: subjects rated their perceived sideways self-motion, rather than their

perceived self-motion in depth. Thus, we measured the sideways vection

induced by our displays during depth-head-and-display-oscillation, depth-

head-and-horizontal-display oscillation, horizontal-head-and-display

oscillation and horizontal-head-and-display oscillation.

7.3.1 Method

7.3.1.1 Subjects. Eight naïve psychology students (3 male and 5 female; mean age

= 24.8, SD = 3.79) at the University of Wollongong participated in this

experiment. All subjects met the same selection criteria as Experiment 5.

7.3.2 Results

As in Experiment 5, we again performed Bonferroni-corrected planned

contrasts on our sideways vection data (controlling for the family-wise error

rate at 0.05).

7.3.2.1 Depth Axis Head Oscillation Conditions

We found that both in-phase (F (1, 7) = 10.76, p = .05) and out-of-phase (F

(1, 7) = 12, p = .04) depth-head-and-display oscillation resulted in significantly

weaker sideways vection ratings than depth-head-and-horizontal-display

oscillation (see Figure 26).

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Figure 26. Effect of in-phase depth same-axis, out-of-phase depth same-axis and

depth orthogonal-axis oscillation on the strength of sideways vection (0-100) as

a function of gain (either same or twice the amplitude expected from the

subjects head movements). Note that the depth-head-and-display conditions

generated no sideways vection. Error bars depict +/- 1 standard error of the

mean.

7.3.2.2 Horizontal Axis Head Oscillation Conditions

We also found that both in-phase (F (1, 7) = 13.12, p = .03) and out-of-

phase (F (1, 7) = 12.85, p = .04) horizontal-head-and-display-oscillation resulted

in significantly stronger sideways vection than horizontal-head-and-depth-

display-oscillation (see Figure 27). We found no significant difference in

sideways vection between in-phase and out-of-phase horizontal-head-and-

display oscillation conditions (F (1, 7) = 0.03, p > .05).

0

5

10

15

20

25

30

35

40

In-Phase Depth

Same-Axis

Oscillation

Out-of-Phase

Depth Same-Axis

Oscillation

Depth

Orthogonal-Axis

Oscillation

Vec

tio

n S

tren

gth

Rat

ing

s

Head-and-Display Oscillation

Same Oscillation

Twice Oscillation

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Figure 27. Effect of in-phase horizontal same-axis, out-of-phase horizontal

same-axis and horizontal orthogonal-axis oscillation on the strength of

sideways vection (0-100) as a function of gain (either same or twice the

amplitude expected from the subjects head movements). Error bars depict +/- 1

standard error of the mean.

7.4 Discussion

In Experiment 5, we found that depth-head-and-display oscillation

resulted in stronger vection in depth than depth-head-and-horizontal-display

oscillation. It was noted by a reviewer that one potential explanation for this

difference was that the former condition provided more visual information

about self-motion in depth. Consistent with this notion, the current experiment

found that depth-head-and-horizontal-display-oscillation resulted in stronger

sideways vection than depth-head-and-display-oscillation. However,

inconsistent with this notion, we also found a significant difference in sideways

vection between horizontal-head-and-display oscillation (both in- and out-of-

phase) and horizontal-head-and-depth-display oscillation conditions. In

Experiment 5, no significant difference was found between these two conditions

in terms of vection in depth. Furthermore, in Experiment 5, we found a

0

5

10

15

20

25

30

35

40

In-Phase

Horizontal Same-

Axis Oscillation

Out-of-Phase

Horizontal Same-

Axis Oscillation

Horizontal

Orthogonal-Axis

Oscillation

Vec

tio

n S

tren

gth

Rat

ing

s

Head-and-Display Oscillation

Same Oscillation

Twice Oscillation

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significant difference in vection in depth between in-phase and out-of-phase

horizontal-head-and-display oscillation, but no significant difference in

sideways vection between these two conditions was found in the current

experiment. Therefore, it does not appear that our findings can be simply

explained by differences in the degree of simulated depth and/or sideways self-

motion.

7.5 General Discussion

In the current experiments we compared the vection in depth induced by

consistent and conflicting patterns of multisensory information about the

direction and axis of self-motion. Observers viewed displays simulating self-

motion in depth while physically oscillating their heads left-right or back-forth.

Multisensory conflict was generated by the visual display either moving in a

non-ecological direction, or along an orthogonal-axis, or not at all, in response

to the subject’s physical head motion. Overall, we found that directional and

axis based multisensory conflicts produced surprisingly little vection

impairment (relative to ecological conditions where all of the available self-

motion information was consistent with the display). Below we discuss the

rather modest vection impairments produced by some (but not all) of these

conditions of (presumed) multisensory conflict.

Experiment 5 measured ratings of vection in depth during horizontal-

head-and-display, horizontal head-and-depth-display, depth-head-and-display,

and depth-head-and-horizontal-display oscillation conditions. We found that

when subjects moved their heads horizontally, there was a modest impairment

in vection in depth ratings during out-of-phase (compared to in-phase)

horizontal display oscillation, but no impairment during depth display

oscillation. By contrast, when subjects oscillated their heads in depth, we found

a modest impairment in vection in depth ratings during horizontal display

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oscillation, but no significant impairment during out-of-phase depth display

oscillation (compared to in-phase depth-head-and-display motion).

A check of our head tracking data confirmed that these differences in

vection in depth strength ratings could not be explained by condition-based

differences in physical head movement amplitudes. Next, we performed a

control experiment to determine whether vection in depth impairments were

simply due to some conditions producing less visual information about self-

motion in depth than other conditions. However, the sideways vection strength

ratings obtained in Experiment 6 (for the same conditions tested in Experiment

5) were also not compatible with this explanation.

In general, the current findings support the notion that vision can

downplay or override conflicting vestibular information about self-motion

during situations of multisensory conflict (see also Berthoz et al., 1975; Brandt

et al., 1998; Kleinschmidt et al., 2002; Wong & Frost, 1981). Why then did

vection appear to be impaired in some multisensory conflict conditions but not

in others? One potential explanation of the current findings might be that: (i)

when multisensory conflict produced by the particular condition was extreme,

vestibular information was downplayed and/or ignored and, as a result, vection

was often unimpaired (relative to ecological/consistent multisensory

conditions); and (ii) when multisensory conflict by the condition was only

modest, both visual and vestibular self-motion information were utilised and

vection was reduced/impaired as a result (compared to ecological/consistent

multisensory conditions). We had expected our novel orthogonal-axis head-

and-display motion conditions might generate particularly salient multisensory

conflicts (since even if the vestibular system is unable to determine conflicts in

the direction of self-motion given the specific head speeds (~0.64 Hz) of the

current experiment, it should still be able to readily detect the axis of physical

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head acceleration)16. Consistent with this notion, we found that horizontal-

head-and-depth-display oscillation produced no significant vection impairment

(compared to in-phase horizontal-head-and-display oscillation). However, if the

visual system was overriding or downplaying vestibular information during

orthogonal axis conditions, why did we still find a vection impairment in

depth-head-and-horizontal-display oscillation (compared to depth-head-and-

display oscillation)?

It is also possible that these (and other) discrepancies in vection in depth

strength ratings were due to axis-based differences in vestibular sensitivity.

Lepecq and colleagues (Giannopulu & Lepecq, 1998; Lepecq et al., 1999) have

previously proposed that there are differences in vestibular sensitivity for self-

motion along the vertical and depth axes. According to this notion, the level of

visual-vestibular conflict might have differed between the two orthogonal-axis

conditions - with the vestibular system being more sensitive to back-forth head

motions than to left-right head motions. Similarly, differences in vestibular

sensitivity could also underlie the following same-axis condition findings: (i)

vection in depth was found to be similar for in-phase and out-of-phase depth-

head-and-display oscillation conditions; but (ii) vection in depth was superior

for in-phase compared to out-of-phase horizontal-head-and-display oscillation

conditions.

Another possible explanation for why depth-head-and-horizontal-

display oscillation might have impaired vection in depth was that this

16 One reviewer suggested that in fact the opposite might have been the case. This reviewer

proposed that same-axis out-of-phase conditions might have generated greater multisensory

conflict than orthogonal-axis out-of-phase conditions – since the angular differences in the

directions of the head and display motion in each case were 180 degrees for the former and 90

degrees for the latter conditions, respectively. This might explain why we found a vection

impairment for out-of-phase horizontal-head-and-display oscillation, but not for horizontal-

head-and-depth-display oscillation (relative to in-phase head-and-display oscillation). However,

this still does not explain why we found a vection impairment for depth-head-and-horizontal-

display oscillation, but not for out-of-phase depth-head-and-display oscillation (relative to in-

phase depth-head-and-display oscillation).

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condition disrupted the available depth information in the display. Previous

studies (Palmisano, 1996, 2002; Telford et al., 1992) have shown that: (i) depth

information can be important for inducing a compelling illusion of self-motion;

and (ii) disruptions to this information can impair vection (e.g. Palmisano et al.,

2003, found an advantage for coherent perspective jitter compared to incoherent

perspective jitter in physically stationary observers). In the current experiment,

when subjects oscillated their heads back-and-forth in the orthogonal-axis

conditions, the self-motion display would have only oscillated horizontally (it

would not have expanded/contracted in response to these head movements). As

a result, the local optical sizes of the individual objects in the display would not

have changed by differing amounts consistent with their simulated position in

3-D space, which may have impaired vection in depth (see Palmisano, 1996). By

contrast, in the horizontal-head-and-depth-display oscillation conditions, the

display expanded and contracted in response to the observer’s head

movements. Even though these display motions were inconsistent with the

observer’s physical head movements, the individual objects would have still

changed in optical size appropriately for their simulated positions in 3-D space,

which could explain why vection in depth was not impaired in these conditions.

It should be noted that we could only check eye-movements in the

current experiments using a monocular eye tracking system 17 and were,

therefore, unable to fully explore the role of compensatory eye movements

during our different self-motion conditions. Future studies would benefit from

using a binocular eye tracking system to gain a more comprehensive

17 In all of the experimental conditions, subjects were asked to fixate on a green dot in the centre

of the display. If subjects accurately maintained fixation on this dot, horizontal head

movements should have produced similar (predominantly) horizontal eye-movements in both

the same-axis and orthogonal-axis conditions (despite the display moving in depth instead of

horizontally in the latter case). Similarly, back-and-forth head movements should have

generated similar (predominantly) vertical eye-movements in both same-axis and orthogonal-

axis conditions. We tracked the (monocular) eye-movements made by one subject when

viewing all of these experimental displays. His horizontal and vertical eye-movement traces

were consistent with both of the above predictions.

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understanding of the role that radial flow vergence eye movements played

during orthogonal-axis conditions. Another limitation of the current experiment,

as noted by a reviewer, was that we only asked subjects to rate vection in depth.

It would have also been useful to have subjects rate their overall vection, rather

than getting them to parse this experience into sideways vection and/or vection

in depth. Considering there could be an asymmetry in vestibular sensitivity to

certain self-motion axes, it may also be important for future research to examine

other head oscillation types, such as vertical head oscillation (up and down

head movements) updated as either vertical, depth or horizontal oscillation.

In conclusion, the take-home message of this study is that vection in

depth appears to be remarkably robust to multisensory conflict. In our

experiments, only a subset of the expected multisensory conflict situations were

found to impair vection in depth (compared to conditions which provided

consistent multisensory self-motion stimulation). Consistent with previous

experimental and neurophysiological studies, we suggest that the visual system

often overrides or downplays conflicting vestibular information about self-

motion.

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8 EMPIRICAL CHAPTER 4: DOES MULTISENSORY

STIMULATION ALTER VECTION DURING FORWARD

TREADMILL WALKING?

Manuscript published in Perception

Ash, A., Apthorp, D., Palmisano, S., & Allison, R. S. (2013). Vection in depth

during treadmill walking. Perception, 42, 562-576.

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8.1 Introduction

A compelling visual illusion of self-motion, known as vection, can be

induced when a large optic flow pattern is presented to a physically stationary

observer. Despite the apparent dominance of vision in this particular situation

(Johansson 1977; Lee & Lishman 1975; Lishman & Lee 1973), a number of non-

visual senses also provide useful information, particularly about active self-

acceleration (Benson 1990; Howard 1982; Siegler, Viaud-Delmon, Israël &

Berthoz 2000). The vestibular system is more sensitive to high temporal

frequency self-motions than vision (i.e. greater than 1 Hz) and is often thought

to govern the perception of both linear and angular self-accelerations (Berthoz,

Pavard & Young 1975; 1979; Diener, Dichgans, Bruzek & Selinka 1982; Howard

1986; Melvill-Jones & Young 1978). However, while the threshold for detecting

whole-body oscillation is almost ten times greater for those without functional

labyrinths (Walsh 1961), the vestibular system cannot distinguish between

moving at a constant velocity and remaining stationary (Benson 1990; Lishman

& Lee 1973). In addition to the vestibular system, the somatosensory system

and proprioception also provide useful biomechanical information about active

self-motion based on the pressure and shear forces acting on the skin and the

inertia of the limbs, respectively (Mergner & Rosemeier 1998; Lee & Lishman

1975; Lishman & Lee 1973). Despite this, most previous studies have examined

vection in physically stationary observers (Palmisano et al. 2000; 2003; 2008).

Only a few studies have examined vection in actively moving observers in

which the non-visual senses to self-motion have been systematically stimulated

(e.g. Kim & Palmisano, 2008, 2010). The current study examines the effect of

treadmill walking on vection induction.

8.1.1 Effect of simulated viewpoint jitter on vection

Traditionally, it was thought that conflicts between the above-mentioned

sensory systems (particularly visual-vestibular conflicts) would impair vection

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(see Zacharias & Young’s, 1981, sensory conflict theory). For example, when a

stationary observer views an optic flow display simulating constant velocity

forwards self-motion, the characteristic delay in vection onset (typically a few

seconds) was thought to be due to the transient conflict between the visual and

vestibular systems – with the visual system indicating that the observer is

moving, while the vestibular system would register that he/she is physically

stationary. However, more recent research (Palmisano et al. 2000; 2003; 2008;

2011) has consistently shown that adding visually simulated viewpoint

jitter/oscillation to a display increases vection in stationary observers, even

though this situation would produce sustained visual-vestibular conflict - the

visual system would indicate horizontal/vertical acceleration throughout the

trial, while the vestibular system would indicate that the observer is physically

stationary (i.e. no self-acceleration).

More recently, vection studies have generated simulated viewpoint

jitter/oscillation by tracking seated subjects’ physical head motions while they

viewed a self-motion display (these fore-aft or left-to-right head motions were

typically in time with a computer controlled metronome). In such situations,

the motion of the display concomitant with the head can be ecological or not.

Consider an observer moving their head in a plane parallel to a nearby

stationary display simulating a window. Ecologically, the world is stable and

‘out there’. Therefore, due to parallax, images of the world beyond the window

should move with respect to the window (display) frame in the same direction

as the head motion. Motion in the opposite direction of the head indicates an

unstable world or that the environment is in front of the window, both

generally non-ecological self-motion scenarios. Moving fore-aft should cause

expansion/contraction of the environment including the display. Contraction

and expansion of the image within the display while moving forward and

backward, respectively, is similarly non-ecological.

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Previous active seated vection studies (e.g. Ash et al. 2011a; 2011b; Ash &

Palmisano 2012; Kim & Palmisano 2008, 2010) had subjects move their heads

from side-to-side or fore-aft, and used these tracked head position changes to

move the virtual camera for the self-motion display to generate ecological or

non-ecological jittering patterns of multisensory stimulation. These studies have

tended to find no difference between ‘ecological’ and ‘non-ecological’ jittering

patterns of multisensory stimulation during active head movements. A recent

study by Ash et al. (2011a), however, showed an advantage for ecological

(compared to non-ecological) simulated viewpoint jitter in some self-motion

situations.

8.1.2 Vection during treadmill walking

To date, only two studies have examined the effect of active treadmill

walking on vection. In the first of these studies, Onimaru, Sato and Kitazaki

(2010) presented expanding or contracting optic flow patterns (simulating

forwards or backwards self-motion at 2 km/h) to their subjects as they walked

either forward or backward on an omnidirectional treadmill at 2km/h. They

found that vection latencies were longer when subjects physically walked in the

same direction as the simulated self-motion compared to when they walked in

the opposite direction. In the second study, by Seno, Ito and Sunaga (2011a),

subjects viewed upward, downward, leftward, rightward, forward (expanding

optic flow) or backward (contracting optic flow) self-motion displays while they

were either stationary (no-locomotion conditions) or walking forwards on a

unidirectional treadmill at 2 km/h (with-locomotion conditions). Unlike

Onimaru et al. (2010), the display was simulated at a much faster speed (16 m/s

or 57.6 km/h) than the treadmill belt speed. Vection induced while viewing

upward, downward, rightward and leftward self-motion displays resulted in

longer latencies, shorter durations, and smaller magnitude ratings during

treadmill walking than stationary viewing conditions. However, of particular

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relevance to the current study: (i) backward self-motion displays (contracting

optic flow) produced better vection than forward self-motion displays

(expanding optic flow) when the observer was physically stationary; but, (ii)

contrary to Onimaru et al. (2010), forward self-motion displays (which

provided consistent multisensory information about the direction of self-

motion) produced better vection than backward self-motion displays (where

the multisensory information about self-motion direction was inconsistent)

during treadmill walking. Furthermore, viewing forward self-motion displays

during forward treadmill walking also resulted in better vection than viewing

these same displays while physically stationary.

8.1.3 Redundant multisensory information during treadmill walking

A number of seated (Li et al. 2009; Yeung & Li 2013) and treadmill

walking studies (Durgin et al. 2005; 2007) have found reductions in visually

perceived object-motion during redundant multisensory situations. These

previous findings appear to be generally consistent with Barlow’s inhibition

theory, which asserts that: (i) there is a reduction in the saliency of retinal

motion during positively correlated (as opposed to uncorrelated or negatively

correlated) multisensory events because these situations provide redundant

information about self-motion; and (ii) redundant retinal motion signals are

suppressed by non-visual signals to minimise their saliency. More recently,

Durgin (2009) extended on Barlow’s inhibition theory, proposing that

reductions in visually perceived display speed play a functional role in

preserving the ability to discriminate changes in speed while an observer is

walking forward and viewing an expanding optic flow display (this finding has

since been replicated by Souman et al., 2010). Previous vection studies have

shown that simulated display speed (Brandt, Dichgans & Koenig 1973;

Dichgans & Brandt 1978) and the perceived speed of self-motion (Palmisano

2002; Apthorp & Palmisano 2012) are positively related to vection. Thus, it is

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possible that reported reductions in visually perceived display speed during

forward treadmill walking while viewing an expanding optic flow display

could also affect perceptions of self-motion.

Importantly, Durgin et al. (2005) showed that the visual consequences of

head movements during forward treadmill walking were not responsible for

these reductions in visually perceived display speed while viewing an

expanding optic flow display. Durgin et al. (2005, expt. 2) recorded physical

head movements while subjects walked forward on a treadmill and later on

played the resulting ‘jittering optic flow’ displays back to their now stationary

subjects (these displays simulated both forwards self-motion and the bob, sway

and lunge head motions). Their subjects were also shown purely radial (i.e.

‘non-jittering’) self-motion displays on half of their stationary viewing trials.

The reductions in perceived display speed produced by treadmill walking

compared to stationary viewing were the same regardless of whether the

stationary subjects viewed smooth or jittering optic flow. Furthermore, Durgin

and colleagues (2005; 2007) also showed that reductions in the visually

perceived display speed during treadmill walking (compared to stationary

viewing) are proportional to physical walking speed, with the greatest

reductions occurring for faster treadmill belt speeds and speeds closest to

normal walking speeds.

8.1.5 Object-motion versus self-motion perception

Barlow’s (1990) theory does not explicitly state whether redundant

sensory information generates reductions in visually perceived object-motion,

visually perceived self-motion, or both. Optic flow can arise from either self-

motion or from object/scene motion and/or a combination thereof. If the

observer perceives less object/scene motion induced by optic flow (despite there

being no actual change in the optic flow itself), then this might be due to the

optic flow being perceived as resulting more from self-motion than object/scene

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motion. A more compelling experience of vection occurs when subjects perceive

an optic flow display as resulting more from self-motion than object/scene

motion. If reductions in visual motion only affect visually perceived object-

motion, then Barlow’s (1990) theory might also predict an increase (rather than

a decrease) in vection during consistent multisensory self-motion situations

(compared to inconsistent multisensory situations), as was found by Seno et al.

(2011a). On the other hand, if reductions in visual motion also affect visually

perceived self-motion, then a modified version of Barlow’s theory might predict

a decrease in vection during consistent multisensory self-motion situations

(compared to inconsistent multisensory situations), as was found by Onimaru

et al. (2010).

8.1.6 The current study

Our experiments will further examine the effect of treadmill walking on

vection in depth. In Experiment 7, we compared the vection induced when

subjects either walked forward on a treadmill or viewed displays while

stationary. During treadmill walking conditions, tracked linear and rotary

physical head movements were either updated into the self-motion display (as

ecological simulated viewpoint jitter) or simply ignored (the display simulating

smooth forwards self-motion). Passive conditions were playbacks of the optic

flow display shown/generated in the previous active treadmill walking trials –

in this case now viewed while standing still. Previous treadmill experiments by

Seno et al. (2011a) and Onimaru et al. (2011) only examined non-jittering

displays (although since their subjects’ heads physically moved during

treadmill walking, this would have generated some additional non-ecological 2-

D visual jitter). Based on previous seated vection studies (Ash et al. 2011a;

2011b; Ash & Palmisano 2012; Palmisano et al. 2003; 2008; Kim & Palmisano

2008, 2010), we expected jittering displays to increase vection compared to non-

jittering displays when subjects were physically stationary. However, the effect

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of simulated viewpoint jitter on vection during treadmill walking is currently

unknown. This really depends on whether visually perceived object-motion,

visually perceived self-motion or both are reduced during treadmill walking. It

is also possible that, based on a modified version of Barlow’s (1990) theory,

displays with simulated viewpoint jitter might show greater reductions in

vection during forward treadmill walking than non-jittering displays

(compared to viewing the same displays while stationary) because the former

condition would provide additional consistent/redundant visual information

about self-motion. Alternatively, as simulated viewpoint jitter has been shown

to provide a robust advantage for vection, it is possible that this 3-D perspective

display jitter might continue to increase vection compared to constant velocity

optic flow displays, even if there are significant reductions in vection during

treadmill walking.

For the first time in a treadmill study, we also investigated the effect of

treadmill and/or display forward speed using two treadmill/display forward

speeds (4 km/h and 5 km/h) typical of human walking. Previous vection studies

have only examined very slow treadmill belt speeds (2km/h) that were outside

the range of normal walking speeds (the range of speeds for which Durgin,

2009, proposes reductions in visually perceived speed are greatest).

Furthermore, Seno et al. (2011a) used a physical display speed that was much

faster than the physical treadmill belt speed. Thus, in the current study, we

were interested in: (i) examining walking speeds that were within the range of

normal human walking speeds; and (ii) matching the simulated display

(simulated translation) and treadmill belt speed to provide consistent visual

and non-visual information about self-motion. As increases in both simulated

display speed (Brandt, Dichgans & Koenig 1973; Dichgans & Brandt 1978) and

the perceived speed of self-motion (Palmisano 2002; Apthorp & Palmisano

2012) are suggested to increase vection (at least up to a certain point), we might

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expect faster treadmill/display speeds to result in stronger, more compelling

vection than slower treadmill/display speeds.

Experiment 8 was specifically designed to study (and ideally resolve) the

apparent contradiction between Ominaru et al.’s (2010) and Seno et al.’s (2011a)

treadmill findings for vection. Observers viewed either expanding or

contracting optic flow displays while walking forward on a treadmill to

determine whether the visually simulated direction of self-motion (which was

either consistent or inconsistent with the direction of the treadmill belt) affected

vection. If redundant multisensory information about self-motion reduces

vection (similar to Onimaru et al. 2010), then contracting optic flow should

induce stronger vection than expanding optic flow during forward treadmill

walking. Alternatively, based on Seno et al. (2011a), if redundant multisensory

information about self-motion enhances vection then we might find that

expanding optic flow produces stronger vection than contracting optic flow

during forward treadmill walking.

8.2 Experiment 7. Vection in depth during active and simulated forward

treadmill walking at two different speeds

Here we compared vection in depth during treadmill walking

(consistent/inconsistent multisensory information about self-motion) to viewing

a playback of these displays while stationary (vision-only information about

self-motion). For the first time in a treadmill walking study we: (i) compared

the vection induced by jittering (generated by the subject’s own head

movements while walking) and non-jittering optic flow displays; and (ii) used

two different display speeds simulating forward self-motion at either 4 km/h or

5 km/h, which are both within the range of average human walking speeds.

Unlike the current experiment, previous vection studies: (i) did not update

subjects’ physical head movements generated during treadmill walking into the

self-motion display as consistent simulated head movements; and (ii) only used

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a single treadmill speed (2 km/h) that was not very representative of normal

human walking speeds. During treadmill walking conditions in the current

experiment, the treadmill belt speed was adjusted to match the simulated speed

of self-motion represented by the expanding radial flow display.

8.2.1 Method

8.2.1.1 Subjects. Twenty undergraduate psychology students (16 females and 4

males; mean age = 23.05, SD = 2) at the University of Wollongong received

course credit for their participation in this experiment. All subjects had normal

or corrected-to-normal visual acuity and no self-reported vestibular or

neurological impairments. The Wollongong University Ethics Committee

approved the study in advance and each subject provided written informed

consent before participating in the study.

8.2.1.2 Displays and Apparatus. A Mitsubishi Electric (Model XD400U) colour

DLP data projector (1024 x 768 pixel resolution; refresh rate 60Hz) was used to

rear project computer-generated displays (Dell Optiplex GX620 PC) onto a flat

projection screen (1.48 m wide x 1.20 m high). Displays were programmed in

Python using the Visual Python graphics library (Version 2.6) and consisted of

600 randomly positioned blue spheres/dots (3.2 cd/m2) on a black background

(0.1 cd/m2). These displays simulated constant velocity forward self-motion

through a 3-D environment that was 173 units wide by 130 units high and 300

units (~3 m) deep (object density was one dot per cube unit). As objects in this

3-D environment disappeared off the front edge of the screen, they were

replaced at the same horizontal and vertical coordinates at the opposite end of

space. We also used a motorised treadmill (ProForm PF 4.0) and Logitech head

tracking system during active treadmill walking conditions (see Figure 28), both

of which were modified to receive input from the same computer used to

generate optic flow displays – this input was used to start, stop and control the

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treadmill’s belt speed. The treadmill belt and the head tracker were also

programmed using Python-based software.

Displays were viewed by subjects while either walking on a moving

treadmill or standing on a motionless treadmill. The treadmill placed subjects at

a distance of approximately 0.9 m from the display screen, so that the display

subtended an area approximately 79 degrees wide by 67 degrees high of visual

angle. All visual displays simulated forward motion (an expanding optic flow

pattern) at either 4 km/h or 5 km/h. During active treadmill walking conditions,

the treadmill was programmed to match the simulated forward speed of the

display for each trial (i.e. the display speed increased proportionally with the

treadmill belt speed).

Subjects wore a worker’s helmet that was fitted with the 3-D Logitech

Head Tracking system receiver (6 degrees of freedom sensing for x, y, z, pitch,

roll and yaw). The transmitter of this ultrasonic head tracking system was

mounted on the ceiling of the laboratory directly above the treadmill and

subjects were positioned under this transmitter at the beginning of each trial.

Importantly, the head tracking data were recorded in real time by the same

computer used to generate the optic flow displays and the software used to

generate these displays had real-time access to the head tracking data (~60 ms

end-to-end system lag). This system was used to track subjects’ active head

movements during treadmill walking and then these head position/orientation

changes were: (i) directly incorporated into the computer-generated self-motion

displays during active conditions (as ecological simulated viewpoint jitter); (ii)

played back as simulated viewpoint jitter to stationary subjects during passive

viewing conditions; or (iii & iv) ignored by the computer generated self-motion

display during other (‘non-jittering’) active/passive viewing conditions. In

addition to their constant velocity forward self-motion component,

active/passive ‘jittering’ displays also simulated head translations along the

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horizontal, vertical and depth axes, and simulated roll, pitch and yaw head

rotations.

Figure 28. The set-up for Experiments 7 and 8.

For safety reasons, subjects also wore a ceiling-mounted safety harness

(B-Safe) throughout the experiment for both active and stationary viewing

conditions. At the beginning of each active self-motion trial, subjects were

asked to use the treadmill’s handrails until they felt comfortable with the

simulated treadmill speed. Once subjects were comfortable with the speed of

the treadmill, they let go of the handrails and only used them if they felt

uncomfortable or disoriented. During stationary viewing conditions, subjects

stood on a stationary treadmill and viewed a playback of their previous active

block of trials (jittering displays representing self-motion at either 4 km/h or 5

km/h), or a smooth radially expanding optic flow display.

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Subjects were asked to give a verbal rating of their perceived strength of

vection in depth at the end of each self-motion trial on a graphical rating scale

that ranged from 0-100. This rating was made relative to a standard reference

stimulus that subjects were told represent a rating of 50 18 . The reference

stimulus was a constant velocity expanding optic flow stimulus simulating self-

motion at 4 km/h and was viewed on a motionless treadmill while subjects

were stationary. A rating of 0 indicated no experience of vection (the visual

display motion was attributed solely to object motion – i.e. stationary observer)

and a rating of 100 indicated complete/saturated vection (visual display motion

was attributed solely to self-motion – i.e. stationary surround).

8.2.1.3 Procedure and Design. The experiment was a 2 x 2 x 2 within-subjects fully

factorial design, and a Repeated Measures ANOVA was used to analyse the

data. We examined the following three independent variables: (i) treadmill

and/or display speed (4 km/h or 5 km/h); (ii) display type (jittering or non-jittering

displays); and, (iii) subject activity (active treadmill walking or passive viewing

while stationary). Both treadmill and/or display speed and display type were

within block variables and subject activity was a between blocks variable. The

dependent variable was the perceived strength of vection in depth. In the

practice phase, subjects were given 1 or 2 training trials at both treadmill and/or

display speeds (i.e. at 4 km/h and 5 km/h) until they were comfortable with

walking at each simulated speed. During the testing phase, subjects were run

through 3 experimental blocks of trials (these varied in terms of display speed

and display type) consisting of 2 active blocks with a passive block run in

18 Note: This is the standard method for measuring vection, which is based on Stevens’ (1957)

method of magnitude estimation. In his original method, Stevens used a standard modulus

stimulus (what we call the standard reference stimulus) on which subjective estimates were

based. In the case of the current study, the modulus was set at 50. No vection would of course

be represented by a rating of “0”. Although defining end points is not ideal, and could

compress estimates, this method is commonly used for measuring vection (see Kim &

Palmisano 2008, 2010; Palmisano et al. 2000; 2003; 2008).

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between. Each experimental block consisted of 4 trials (i.e. purely radial optic

flow at 4 km/h, purely radial optic flow at 5 km/h, jittering optic flow at 4 km/h

and jittering optic flow at 5 km/h) that were randomly presented and lasted

approximately 30 seconds. Subjects viewed displays in a darkened room; as

subjects were positioned 0.9 m away from the display screen (i.e. the screen

subtended an area approximately 79 degrees wide by 67 degrees high) the

edges of the display would have only been visible within the subject’s

periphery, almost 40 degrees from the centre of their visual field.

8.2.2 Results

Vection was induced by all of the experimental conditions tested, with

only the rated strength of this experience found to vary.

8.2.2.1 Main Effects

We found a significant main effect of subject activity (F (1, 19) = 18.66, p

< .001, ηp2 = .50 – see Figure 29) where passive playback conditions were shown

to result in significantly stronger vection in depth ratings than active treadmill

walking conditions. We also found a significant main effect of display type (F (1,

19) = 46.03, p < .001, ηp2 = .71) and of treadmill and/or display speed (F (1, 19) =

67.16, p < .001, ηp2 = .78). Specifically, jittering displays and faster treadmill

and/or display speeds (5 km/h) were shown to produce significantly stronger

vection in depth ratings than non-jittering displays and slower treadmill and/or

display forward speeds (4 km/h), respectively.

8.2.2.2 Interactions

There were no significant two- or three-way interactions; however, we

did find a trend toward an interaction between subject activity and display type

(averaging across speed - F (1, 19) = 3.27, p = .09, ηp2 = .15 – see Figure 29).

Specifically, as seen in Figure 29, there was a trend toward there being a greater

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difference in vection strength ratings between active and stationary viewing

conditions for jittering self-motion displays than non-jittering self-motion

displays.

Figure 29. Effect of jittering and non-jittering displays during active walking

and passive viewing conditions for treadmill and/or display specified forward

speeds of 4 km/h (left) and 5 km/h (right) on vection in depth strength ratings

(0-100). Error bars depict +/- 1 standard error of the mean.

8.2.3 Discussion

Contrary to Seno et al.’s (2011a) findings (but consistent with Onimaru et

al., 2010), we found that forward treadmill walking while viewing an

expanding optic flow display reduced (rather than increased) vection in depth

compared to viewing the same display while stationary. This reduction in

vection in depth for active treadmill walking (compared to stationary viewing)

was found irrespective of display type (jittering vs. non-jittering displays) or

treadmill and/or display simulated forward speed (4 km/h vs. 5 km/h). Overall,

subjects’ physical whole-body motion, which would provide vestibular,

somatosensory and proprioceptive information about self-motion, appeared to

reduce vection compared to vision-only conditions.

Consistent with previous vection studies (see Palmisano et al., 2011, for a

review), we found a robust advantage for jittering self-motion displays

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compared to non-jittering constant velocity self-motion displays – this was true

irrespective of whether the subject was walking on the treadmill or was

physically stationary when viewing these displays. However, vection in depth

was generally reduced - for both jittering and non-jittering self-motion displays

alike - during treadmill walking compared to viewing these same displays

while physically stationary.

We also found an advantage for faster treadmill and/or display based

simulated forward speeds compared to slower treadmill and/or display based

forward speeds. Consistent with our predictions and the findings of previous

vection studies (Apthorp & Palmisano 2012; Brandt et al. 1973; Palmisano 2002),

faster forward display speeds increased vection in depth compared to slower

forward display speeds. Our vection findings, however, showed no difference

in reductions for vection during treadmill walking (compared to stationary

viewing) between our two treadmill belt speeds. When matched to their

respective display speeds, these two treadmill belt speeds resulted in

comparable reductions in vection in depth strength ratings during treadmill

walking (compared to physically stationary viewing).

Our findings could support a modified version Barlow’s (1990) inhibition

theory (where the inhibition is assumed to apply not only to visually perceived

object/scene motion, but also to visually-perceived self-motion). Consistent with

Barlow, visual information about self-motion might have been

inhibited/suppressed during forward treadmill walking conditions because

subjects were viewing an expanding optic flow display (simulating forward

self-motion), which would have provided redundant multisensory information

about forward self-motion. To further test this possibility, in Experiment 8, we

compared this specific redundant self-motion situation to the following non-

redundant self-motion situation: viewing a contracting optic flow display

during forward treadmill walking.

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8.3. Experiment 8. The effect of simulated display direction on vection in

depth during forward treadmill walking

This experiment tested whether the observed vection reductions in

Experiment 7 for active treadmill walking (relative to stationary viewing

conditions) were due to these displays specifying redundant multisensory

information about self-motion. The conditions were identical to those in

Experiment 7 with one exception: we also examined contracting optic flow

(simulating backward self-motion) while subjects walked forward on a

treadmill (i.e. a situation that provides non-redundant multisensory self-motion

information). If reductions in vection in depth during treadmill walking are due

to displays specifying redundant multisensory information about self-motion,

then viewing an expanding optic flow display while walking forward on the

treadmill might result in greater reductions in vection in depth (compared to

vection in depth while stationary) than viewing a contracting optic flow display

under the same conditions.

8.3.1 Method

8.3.1.1 Subjects. Fourteen psychology students (9 females and 5 males; mean age

= 23.17, SD = 3.42) at the University of Wollongong received course credit for

their participation in this experiment. These were different subjects who met

the same selection criteria as Experiment 7.

8.3.1.2. Design. The experiment was a 2 x 2 x 2 x 2 fully factorial design and a

Repeated Measures ANOVA was used to analyse our data. There were four

independent variables tested, including: (i) display type (jittering or non-jittering

displays); (ii) subject activity (treadmill walking or passive viewing); (iii)

treadmill and/or display speed (4 km/h or 5 km/h); and (iv) display direction

(contracting optic flow or expanding optic flow). Display type and ‘treadmill

and/or display’ speed both varied within blocks, and subject activity and

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display direction both varied between blocks. As in our earlier experiments, the

dependent variable was the perceived strength of vection in depth (rated on a

scale of 0-100 compared to a reference stimulus – a constant velocity expanding

optic flow display viewed while stationary – which was rated 50). It should be

noted that during active conditions, the simulated viewpoint jitter was always

consistent with the subjects actual head motion (irrespective of whether the

display was also simulating forwards or backwards constant velocity self-

motion).

8.3.2 Results

Similar to Experiment 7, vection was induced by all of the experimental

conditions tested – with only the rated strength of this experience being found

to vary.

8.3.2.1 Main Effects

Similar to Experiment 7, we found a significant main effect of subject

activity on vection (F (1, 13) = 33.13, p < .001, ηp2 = .72 – see Figure 30) where

passively viewed self-motion displays resulted in significantly stronger vection

in depth ratings than viewing displays during forward treadmill walking. Also

consistent with Experiment 7, we found a significant main effect of display type

(F (1, 13) = 100.58, p < .001, ηp2 = .89) and treadmill and/or display speed (F (1, 13)

= 49.52, p < .001, ηp2 = .79). Specifically, jittering self-motion displays and faster

treadmill/display based simulated forward speeds (5 km/h) resulted in

significantly stronger vection in depth ratings than non-jittering self-motion

displays and slower treadmill/display based simulated speeds (4 km/h),

respectively. We did not find a significant main effect for display direction (F (1,

13) = 2.50, p = .14).

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8.3.2.2 Interactions

We found a significant three-way interaction between subject activity,

display direction and display type (F (1, 13) = 4.76, p = .05, ηp2 = .27; see Figure

30). To further examine this three-way interaction, we performed simple

interaction effects (i.e. 2 x 2 repeated measures ANOVAs) for each level of

display type (jittering self-motion displays vs. constant velocity self-motion

displays).

When we performed a two-way ANOVA for non-jittering displays, we

found a significant main effect of subject activity (F (1, 13) = 11.19, p = .01, ηp2

= .46), but no main effect of display direction (F (1, 13) = 0.15, p = .71) and no

interaction between the two (F (1, 13) = 0.64, p = .44). These findings suggest that,

irrespective of the simulated display direction, viewing non-jittering self-

motion displays during treadmill walking resulted in reduced vection in depth

compared to viewing these displays while physically stationary.

A two-way ANOVA for jittering displays showed a significant main

effect of subject activity (F (1, 13) = 35.87, p < .001, ηp2 = .73) and a significant

main effect of display direction (F (1, 13) = 5.13, p = .04, ηp2 = .28) as well as a

significant interaction between the two (F (1, 13) = 9.57, p = .01, ηp2 = .42). Simple

effect contrasts for the interaction showed that there was: (i) no significant

difference between expanding and contracting optic flow for stationary viewing

conditions (p > .05); and (ii) a significant difference between expanding and

contracting optic flow for active treadmill walking conditions (p < .05).

Specifically, the examination of means showed that jittering expanding optic

flow produced stronger vection in depth ratings than jittering contracting optic

flow displays. Therefore, viewing a jittering expanding optic flow display

produced stronger vection in depth than viewing a jittering contracting optic

flow display during forward treadmill walking (but not when viewing these

same displays while physically stationary).

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Figure 30. The effect of display type (jittering or non-jittering) and subject

activity (active treadmill walking or passive viewing) for expanding optic flow

(top) or contracting optic flow (bottom) displays simulated at either 4 km/h

(left) or 5 km/h (right) on vection in depth strength ratings (0-100). Error bars

depict +/- 1 standard error of the mean.

In addition to this three-way interaction, we found significant two-way

interactions for: (i) display direction and display type (F (1, 13) = 7.10, p = .02);

(ii) subject activity and display type (F (1, 13) = 6.04, p = .03); and (iii) subject

activity and display direction (F (1, 13) = 5.93, p = .03). Consistent with the

results of the three-way interaction, Bonferroni-corrected post-hoc contrasts

(controlling for the family-wise error rate at 0.05) showed: (i) contracting and

expanding optic flow resulted in significantly stronger vection than expanding

optic flow displays in jittering conditions (F (1, 13) = 5.13, p = 0.04), but no

significant difference between contracting and expanding optic flow for non-

jittering optic flow displays conditions; (ii) passive viewing conditions resulted

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in significantly stronger vection than active viewing conditions for jittering self-

motion displays (F (1, 13) = 35.87, p < .001) and passive non-jittering displays

also resulted in significantly stronger vection than active conditions for non-

jittering displays (F (1, 13) = 11.19, p = .01); and lastly (iii) contracting optic flow

displays resulted in significantly stronger vection than expanding optic flow

displays for active conditions (F (1, 13) = 4.76, p = .05), but no difference was

found between contracting and expanding optic flow displays for passive

conditions (F (1, 13) = 0.03, p = .87).

8.3.3 Discussion

As in Experiment 7, vection was reduced when subjects viewed expanding

optic flow displays while walking forward on the treadmill (compared to when

they viewed the same displays when stationary). However, vection was also

reduced in a very similar fashion when subjects viewed contracting optic flow

displays while walking forward on the treadmill. Thus, vection reductions

during treadmill walking were not only restricted to conditions which provided

redundant information about self-motion. Treadmill walking reduced vection

irrespective of whether the biomechanical self-motion stimulation was

consistent or not with the visual self-motion stimulation.

As noted in the Methods, simulated viewpoint jitter was always consistent

with the subject’s physical head movements in the active treadmill walking

conditions, irrespective of the direction of self-motion simulated by the main

(constant) velocity component of the optic flow. Adding this ecological

simulated viewpoint jitter to inducing displays was found to enhance the

vection induced in all of the different situations tested here (i.e. redundant

treadmill walking, non-redundant treadmill walking and viewing optic flow

displays while stationary). Interesting, this simulated viewpoint jitter was

found to improve vection more when the biomechanical stimulation signaled

the same direction of self-motion as the visual display.

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8.4 General Discussion

In our experiments, forward treadmill walking always reduced the

vection in depth induced by both jittering and non-jittering self-motion displays

(compared to viewing these displays while physically stationary). These vection

reductions during forward treadmill walking were very similar irrespective of

the visually simulated direction of self-motion (i.e. forward or backward).

Despite global reductions in vection for treadmill walking: (i) faster treadmill

belt speeds and/or simulated forward self-motions (5 km/h) were always found

to produce stronger vection in depth ratings than slower treadmill belt speeds

and simulated forward self-motions (4 km/h); and (ii) jittering displays were

always shown to produce stronger vection in depth ratings compared to

constant velocity displays – irrespective of whether the subject viewed the

display while walking or standing still. Importantly, these findings appear to

show that reductions in vection in depth during forward treadmill walking

(compared to physically stationary viewing) resulted from the act of, or the

stimulation produced by, treadmill walking itself, rather than from the visual

consequences of treadmill walking (i.e. as a result of the simulated head

movements generated during treadmill walking).

Our findings do not appear to support a modified version of Barlow’s

(1990) inhibition theory for redundant/positively correlated sensory events

during active self-motion. Here, we showed that forward treadmill walking

reduced vection induced by both expanding (i.e. redundant information) and

contracting (non-redundant/inconsistent information) optic flow displays

(compared to viewing these same displays while stationary). Therefore, it

appears that reductions in vection during forward treadmill walking

(compared to stationary viewing conditions) are not exclusive to positively

correlated and/or redundant multisensory situations. These vection reductions

can also occur during negatively correlated and non-redundant multisensory

situations.

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The current findings of vection reductions during treadmill walking

appear inconsistent with neurophysiological studies (Brandt et al. 1998;

Kleinschmidt et al. 2002) and behavioural studies (Berthoz et al. 1975; Wong &

Frost 1981) reporting a reciprocal inhibitory interaction between the visual and

non-visual senses for self-motion. The reciprocal inhibition hypothesis proposes

that, depending on the nature and type of stimulation, the most appropriate

sense (typically vision) for a given situation may dominate the perception of

self-motion and/or vection and downplay or attenuate information provided by

the other subordinate sense/s. If vision was dominating this experience, then

according to this hypothesis conflicting non-visual information should have

had little to no effect on vection; but instead we found that conflicting

biomechanical information about the direction of self-motion reduced vection

during treadmill walking (compared to consistent biomechanical information

about this experience). On the other hand, if non-visual information was

dominant, then we might have expected this situation to have inhibited (at least

occasionally) the induction of vection during treadmill walking (as this

experience relies on the domination of vision over the other senses). Contrary to

this proposal, subjects experienced vection in all conditions and it was only the

strength of this experience that varied between conditions.

It is possible that our vection strength measure might have actually been

indexing either perceived display speed (as in Durgin et al. 2005; 2007 studies)

or vection speed. While we are confident that subjects were rating vection (we

carefully instructed them how to rate the strength of their vection in both

experiments and thoroughly checked this understanding again on debriefing),

vection speed and vection strength have been shown to be positively related

(Palmisano 2002; Apthorp & Palmisano 2012). Thus, we cannot rule out the

possibility that vection speed (as opposed to strength) was a factor. It is even

possible that simultaneous perceptions of object/scene motion and self-motion

during treadmill walking (e.g. due to display lag) might have reduced the

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overall vection speed (e.g. assuming that the optic flow display was being

perceptually parsed into components arising from separate self- and object-

motions during these walking conditions 19 ). While it might be possible to

explain the current vection reductions during treadmill walking by invoking

notions of display/vection speed subtraction (e.g. Durgin 2009), these current

findings may reflect a completely different phenomenon to visually perceived

reductions in display speed also observed during treadmill walking (Durgin

2009).

Global reductions in vection during treadmill walking could be

explained by attention. A study by Seno, Ito, and Sunaga (2011b) showed that

increases in attentional load reduced vection, suggesting that the induction of

vection might require attentional resources. It is possible that, during treadmill

walking, subjects were devoting attentional resources to staying upright on the

moving treadmill, which could have detracted from the visually induced

illusion of self-motion. Studies have also suggested the possible influence of

top-down, cognitive effects on multisensory integration where selective

attention to an individual sense might attenuate the integration (and, thus,

possible benefit) of consistent multisensory information (Welch & Warren 1980;

Mozolic et al. 2008). Therefore, it is possible that not only were subjects

devoting attentional resources to treadmill walking, but that this attention

generated a bias toward biomechanical information about self-motion and

attenuated the integration of visual information about this self-motion

experience. However, in contrast, studies by Kitazati and Sato (2003) and

Trutoiu et al. (2008) have shown the opposite effect, such that vection is

enhanced when subjects were not paying attention to the vection-inducing

stimulus, and inhibited when they were. Based on the above findings, we might

19 Note that we have shown that it is still possible to induce very compelling vection in

physically stationary observers even when they are simultaneously perceiving dramatic illusory

scene shearing - see Palmisano et al. (2006).

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have expected treadmill walking to have improved (rather than reduced) vection

compared to stationary viewing self-motion situations. Future research needs to

reconcile these contradictory findings to determine whether attention might

improve or reduce vection during treadmill walking.

It is important to contemplate reasons for the apparent discrepancies

between our current findings and those of Onimaru et al. (2010) and Seno et al.

(2011a). It is possible that the discrepancy between our findings and Onimaru

et al.’s (2010) findings were due to differences in the display/treadmill forward

speeds between these two studies. Onimaru et al. (2010) only found a reduction

in vection when subjects were walking in the same direction as the simulated

display motion (but not when subjects walked in the opposite direction to the

simulated display motion). However, they only used a very slow treadmill belt

speed (2 km/h) that was below the range of normal human walking speeds.

Based on the current findings, it is possible that global reductions for vection

during forward treadmill walking only occur for common/typical human

walking speeds. Furthermore, vection reductions during forward treadmill

walking might be restricted to display speeds that are matched to the treadmill

belt speed. Therefore, it is also possible that Seno et al. (2011a) found an

enhancement for expanding optic flow during forward treadmill walking

(compared to contracting optic flow and stationary viewing) because the

simulated display speed (57.6 km/h) was much faster than the physical

treadmill belt speed (2 km/h). Examination of the simulated/physical speed of

the display and the treadmill belt and how well they are ‘matched’ are both

potentially promising avenues for reconciling previous findings for vection

during treadmill walking. Specifically, future studies should co-vary the

treadmill speed and the display speed in order to determine whether vection

reductions are the result of visual and/ or non-visual information during

forward treadmill walking.

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Finally, it might also be important for future studies to examine the effect

of gaze direction and / or the structure of the simulated environment on vection

during forward treadmill walking. It is possible that a very different set of

results might be obtained (when walking forward on a treadmill), when

subjects view: (i) a 2-D lamellar flow stimulus or a textured ground plane

surface while looking forward; or (ii) a 3-D dot volume simulating self-motion

in depth while looking to the side. For example, when Durgin et al. (2005) used

a stimulus simulating an empty hallway, the perceived speed of visual motion

was reduced when subjects were looking forward, but not when subjects were

looking to the side, while walking forward on a treadmill (compared to static

viewing conditions). However, when Durgin et al. (2005) simulated a textured

ground plane surface, the perceived speed of visual motion was reduced during

forward treadmill walking (compared to static viewing) irrespective of whether

subjects were looking forward or to the side. Furthermore, Durgin, Reed and

Tigue (2007) showed greater reductions in the perceived speed of visual motion

for an empty hallway compared to a hallway filled with vertical columns. Thus,

it is also possible that the number of simulated environmental objects might

affect vection reductions during forward treadmill walking.

In conclusion, our findings show that forward treadmill walking results

in a global reduction in vection in depth compared to stationary viewing

conditions. Unlike previous findings for perceived visual object speed, these

vection reductions during forward treadmill walking were not exclusive to

positively correlated multisensory self-motion situations; negatively correlated

self-motion situations (i.e. viewing contracting optic flow) also generated an

overall reduction in vection. Interestingly, however, contracting optic flow

further reduced vection in depth compared to expanding optic flow for jittering

(but not non-jittering constant velocity) displays – suggesting that the

inconsistent biomechanical information was more disruptive during jittering

constant velocity conditions. Consistent with previous seated vection studies,

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despite overall vection reductions for forward treadmill walking, jittering self-

motion displays and faster display/treadmill forward speeds always facilitated

vection compared to non-jittering self-motion displays and slower

display/treadmill forward speeds, respectively. Overall, our findings suggest

that: (i) biomechanical information downplays the overall visual experience of

self-motion (and, thus, vection), particularly if it conflicts with visual

information about the direction of self-motion during jittering displays; and (ii)

consistent visual-vestibular information (provided by head-and-display

motion) about self-motion always increases vection irrespective of the

simulated direction of self-motion.

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9 GENERAL DISCUSSION

The main objective of this thesis on vection was to further understand

how the different senses interact under varying self-motion situations. With

continuing advances in technology, it is important to understand the visual

perception of self-motion where there is some interaction between the

observer’s movements and the simulated movement of the virtual environment.

This thesis had three central aims, to: (i) examine the effects of consistent and

inconsistent multisensory information about self-motion on vection and how

they might be explained by existing theories of multisensory interaction; (ii)

examine the effect of active movement on vection as opposed to stationary

viewing in two different self-motion contexts (active seated head movements

and active treadmill walking); and (iii) examine the robustness of the viewpoint

jitter and oscillation advantage for vection across varying multisensory self-

motion situations.

Overall, this thesis showed that multisensory information about self-

motion had different effects on vection in depth during seated head movements

and treadmill walking compared to stationary (vision-only) conditions,

respectively. In the former situation (active head movements when seated),

consistent multisensory information about self-motion either strengthened or

had no effect on vection in depth compared to inconsistent multisensory

information and stationary viewing conditions (depending on the

physical/simulated axis of self-motion). In the latter situation (treadmill

walking), however, multisensory information about self-motion always

weakened vection in depth compared to stationary viewing conditions

(irrespective of whether this information was consistent or inconsistent with the

provided visual information about self-motion). The viewpoint jitter/oscillation

advantage for vection was remarkably robust in all self-motion situations

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(vision-only, seated head movement and treadmill walking conditions).

Although vection in depth was (mostly) unaffected by inconsistent

multisensory information about self-motion, it was strengthened by consistent

multisensory information in (some) self-motion situations.

The general discussion is divided into several sub-sections, including: (i)

a summary of the thesis findings; (ii) contextual differences for vection in depth:

active head movements versus treadmill walking; (iii) multisensory viewpoint

jitter/oscillation: A robust advantage; (iv) multisensory interactions during

vection in depth; (v) applications and practical implications; (vi) limitations and

future directions; (vii) concluding remarks.

9.1 Summary of findings

This thesis consisted of four empirical chapters: three active seated

chapters and one treadmill walking chapter. Below is a summary of the main

findings of each chapter (for a table summary of the main findings see

Appendix C).

9.1.1 Active seated chapters

In general, the active seated chapters

(Empirical Chapters 1-3) supported the notion that the visual system can

readily downplay or override conflicting vestibular/non-visual information

about self-motion so that vection in depth is largely unimpaired by these

situations. However, these seated chapters also suggested that consistent

horizontal visual-vestibular information about self-motion might strengthen

vection in depth compared to vision-only self-motion situations (while

consistent fore-aft visual-vestibular information about self-motion appears to

have little to no effect).

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9.1.1.1 Empirical Chapter 1

The first empirical chapter of this thesis compared consistent and

inconsistent visual-vestibular information about self-motion during seated

active head movements (either left-right or back-forth) to viewing this

simulated head motion while stationary (vision-only information about self-

motion). This chapter was interested in the effect of varying the relationship

between the amplitude (gain) and direction (phase) of observers’ simulated

head motion relative to his/her physical head motion. In contrast to previous

active head movement studies (Kim & Palmisano, 2008, 2010), the first

experiment of Empirical Chapter 1 showed that in-phase horizontal head-and-

display oscillation (consistent visual-vestibular information) modestly

increased vection in depth compared to horizontal display oscillation viewed

while stationary (vision-only conditions). In contrast, conflicting visual-

vestibular information about self-motion had no effect on vection in depth; that

is, consistent/in-phase horizontal head-and-display oscillation resulted in

comparable vection in depth strength ratings to conflicting/out-of-phase

horizontal head-and-display oscillation conditions.

In the second experiment of Empirical Chapter 1, no advantage for

vection in depth was found for in-phase fore-aft head-and-display oscillation

(consistent visual-vestibular information) compared to out-of-phase fore-aft

head-and-display oscillation (inconsistent visual-vestibular information) or

depth display oscillation viewed while physically stationary (vision-only

conditions).

The third experiment of the first empirical chapter examined whether the

vection advantage found for in-phase horizontal head-and-display oscillation,

but not for in-phase fore-aft head-and-display oscillation, was due to the fact

that the simulated head acceleration in the latter situation was updated along

the same axis – in depth - as the main constant velocity component to self-

motion. To test this possibility, fore-aft head-and-display oscillation was

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updated into a lamellar flow display (simulated sideways self-motion) so that

the real/simulated head acceleration was orthogonal to the main self-motion

component of the display. Despite the fact that the real/simulated head

oscillation was orthogonal to the main constant velocity component to self-

motion in this situation, no vection advantage was found for active in-phase

fore-aft head-and-display oscillation compared to stationary depth display

oscillation. Therefore, overall, subjects appeared to be more sensitive to

consistent side-to-side head-and-display oscillation than consistent fore-aft

head-and-display oscillation.

Consistent with previous studies (Nakamura, 2010; Palmisano et al.,

2008), however, the simulated jitter/oscillation advantage was only found

during stationary viewing conditions when display oscillation was updated

along an orthogonal axis to the main constant display motion component (i.e.

when horizontal - but not depth - head oscillation was updated into a radial

flow display or depth oscillation was updated into a lamellar flow display).

Thus, unlike active head-and-display oscillation conditions, display oscillation

presented to physically stationary observers might need to be updated along an

orthogonal axis to the main constant velocity component for it to increase

vection.

9.1.1.2 Empirical Chapter 2

This chapter systemically examined the effect of display lag (i.e.

temporal conflicts) on vection in depth during active seated horizontal head

movements. Overall, despite (presumably) generating substantial multisensory

conflicts, added display lag had little effect on vection during active seated

head movements. Compared to baseline lag conditions, small added display

lags (50 ms) were shown to modestly decrease vection in depth more than large

added display lags (200 ms). In a small control experiment, this reduction in

vection for small added display lags (relative to baseline and large added

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display lags) was not shown to be explained by subjects’ subjective ratings for

display lag (i.e. the amount of perceived display lag). Therefore, this decrease in

vection in depth did not appear to be directly related to the perceptual

consequences of this added display lag.

9.1.1.3 Empirical Chapter 3

The third empirical chapter examined the effect of updating/simulating

head movements along an orthogonal axis to seated subjects’ physical head

movements (i.e. multisensory axis-based conflicts). Subjects’ physical head

movements (either fore-aft or horizontal) were updated into the constant

velocity radial optic flow display as simulated head motion along either the

same-axis or an orthogonal-axis to the subject’s physical head oscillation.

Although vection in depth was shown to be remarkably robust to these axis-

based multisensory conflicts, a modest reduction in vection in depth was found

when fore-aft head oscillation was updated as horizontal display oscillation.

However, no reduction was found when horizontal head oscillation was

updated as depth display oscillation. This reduction in vection in depth for

depth-head-and-horizontal-display oscillation did not appear to be directly due

to multisensory axis-based conflicts. Rather, this reduction may have been due

to the fact that the depth-head-and-horizontal-display oscillation (but not the

horizontal-head-and-depth-display oscillation) condition disrupted the

available 3-D depth information of the radial optic flow display component

(which simulated forward self-motion in depth).

This chapter also re-examined the effect of same-axis multisensory

conflicts in the simulated direction (or phase) of self-motion (relative to the

subject’s physical direction of self-motion) on vection in depth. Similar to

Empirical Chapter 1, this chapter showed that same-axis in-phase horizontal

head-and-display oscillation (consistent visual-vestibular information about the

direction and axis of self-motion) increased vection in depth compared to same-

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axis out-of-phase horizontal head-and-display oscillation (inconsistent visual-

vestibular information about the direction of self-motion). Also similar to the

first empirical chapter, same-axis in-phase fore-aft head-and-display oscillation

resulted in comparable vection in depth to same-axis out-of-phase fore-aft

head-and-display oscillation.

9.1.2 Treadmill walking chapter

Overall, unlike the seated chapters (Empirical Chapters 1-3), the findings

of the treadmill walking chapter point toward a more complicated interaction

model for multisensory vection (at least when there are more than two useful

sources of sensory information about self-motion). Consistent with conclusions

made by Seno et al. (2011a), it was suggested that vection and locomotion form

an integrate code for self-motion perception. Specifically, similar to findings by

Edwards et al. (2010), this chapter proposed that in situations where there is

consistent visual-vestibular information about self-motion (in the form of head-

and-display motion), subjects might be more sensitive to self-motion-in-depth

when this information is combined with consistent biomechanical information

about self-motion (as opposed to conflicting biomechanical information about

self-motion).

9.1.2.1 Empirical Chapter 4

The fourth and final empirical chapter of this thesis examined the effect

of real and simulated treadmill walking on vection in depth. Similar to

Empirical Chapter 1, subjects’ either actively walked forward on a treadmill or

viewed the same displays while stationary (i.e. a playback of a previously

presented active trial). In contrast with the active seated thesis chapters,

multisensory information about the self-motion (i.e. treadmill walking) was

shown to reduce vection in depth compared to vision-only conditions (viewing

displays while stationary). Overall reductions in vection in depth were found

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irrespective of whether subjects: (i) viewed an expanding (consistent

biomechanical information about forward treadmill walking) or a contracting

(inconsistent biomechanical information about forward treadmill walking)

radial optic flow display; (ii) viewed constant velocity non-jittering radial optic

flow or jittering radial optic flow (physical head movements updated into the

self-motion display) and (iii) walked at a slower (4 km/h) or a faster (5 km/h)

treadmill belt and/or display speed. Despite these overall reductions, however,

simulated 3-D head jitter and faster forward speeds were always shown to

increase vection in depth compared to constant velocity optic flow and slower

forward speeds, respectively (irrespective of whether the subject was walking

on a treadmill or viewing displays while physically stationary).

Importantly, during treadmill walking conditions, jittering displays

would have always provided consistent visual-vestibular information about

self-motion. However, because subjects always walked forward on the

treadmill, biomechanical information about self-motion would have been

consistent with the provided visual information during expanding optic flow

displays, but inconsistent during contracting optic flow displays. Interestingly,

the consistent biomechanical condition (expanding optic flow) resulted in

significantly stronger vection in depth than the inconsistent biomechanical

condition (contracting optic flow) during forward treadmill walking for

jittering displays simulating consistent visual-vestibular information about self-

motion (but not for non-jittering displays). However, no difference in vection in

depth was found between expanding optic flow and contracting optic flow

during stationary viewing conditions (irrespective of whether these displays

were jittering or non-jittering). Therefore, the presence of biomechanical

information about self-motion appears to globally reduce vection and

inconsistent biomechanical information might further reduce this experience in

some situations (compared to consistent biomechanical information about self-

motion).

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9.2 Contextual differences for vection in depth: seated head movements

versus treadmill walking

One aim of this thesis was to examine the effect of active movement on

vection in two different self-motion contexts – vection in depth experienced

during head movements and vection in depth experienced during treadmill

walking. As noted above, these two self-motion contexts resulted in very

different vection experiences, particularly for consistent multisensory self-

motion conditions compared to stationary viewing conditions (vision-only

information about self-motion). Consistent multisensory information about

horizontal head-and-display movements increased vection in depth and fore-aft

head-and-display movements had no effect in the former situation compared to

vision-only conditions. In the latter self-motion situation, however, both

consistent and inconsistent biomechanical information about self-motion was

shown to reduce vection in depth compared to vision-only conditions.

Therefore, one important question of this thesis is: Why would consistent

multisensory information about self-motion increase vection in depth during

active seated head movement conditions but reduce vection during forward

treadmill walking conditions?

The reciprocal inhibition hypothesis appears to explain most of the active

seated findings of this thesis, but has difficulty accounting for the treadmill

findings for vection in depth where there would be more than two senses

providing potentially useful information about self-motion. This hypothesis

suggests that depending on the nature and type of stimulation, either the visual

or non-visual information (or both) will dominate the perception of self-motion

and downplay information coming from the subordinate sense/s. For active

seated situations, this hypothesis could explain why: (i) consistent visual-

vestibular information modestly strengthened vection in depth (i.e. if both of

the visual and vestibular systems dominated the self-motion experience, both

systems would have contributed to this experience); (ii) conflicting vestibular

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information did not impair vection in depth (i.e. vision might have dominated

this experience and downplayed conflicting vestibular information about self-

motion). However, this hypothesis might have difficulty accounting for why

vection in depth was reduced during forward treadmill walking (compared to

stationary viewing situations). If vision was dominating this experience, then

according to this hypothesis we would have expected inconsistent

biomechanical information to have little to no effect on vection in depth; but

instead we found that inconsistent biomechanical information about self-

motion for jittering self-motion displays impaired vection in depth during

forward treadmill walking (compared to consistent biomechanical information

about this experience). On the other hand, if non-visual information was

dominating the experience of self-motion and downplaying/suppressing visual

information about self-motion, then we might have expected this situation to

have inhibited (at least occasionally) the induction of vection in depth during

treadmill walking (as this experience relies on the domination of vision over the

other senses). Contrary to this proposal, however, subjects experienced vection

in all treadmill walking trials and it was only the strength of this experience

that varied between conditions. Hence, this hypothesis appears to have

difficulty accounting for vection in self-motion situations that provide more

than two useful sources of sensory information about self-motion.

Although it is possible that non-visual information about self-motion

was weighted higher in treadmill walking situations than seated situations, the

physical/simulated axis of head acceleration (relative to the main constant

velocity component of self-motion) may explain most of the observed

differences for vection in depth. In the majority of the experiments described in

this thesis, the main constant velocity component to self-motion was simulated

in depth (expanding radial optic flow) and the physical/simulated axis of head

oscillation was generated along either the horizontal-axis (orthogonal to the

main constant velocity radial flow component) or the depth-axis (parallel to the

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main constant velocity radial flow component) during active seated head

movements. As already noted, stronger vection in depth was only shown when

head-and-display motion was along the horizontal axis (but not the depth axis)

– i.e. when this additional head oscillation was along an orthogonal axis to the

main constant velocity component to self-motion. Interestingly, the main

component of physical/simulated (whole-body) self-motion for treadmill

walking was also along the depth-axis. However, importantly, head

movements were not constrained to a single axis as they were in the seated

conditions and, thus, head movements would have been generated along all

three self-motion axes (horizontal, vertical and depth) during forward treadmill

walking. Because head movements were not constrained to the depth axis

during treadmill walking, this could explain why, even though there were

global reductions in vection in depth during treadmill walking (compared to

stationary viewing), simulated 3-D head jitter always strengthened this

experience.

Therefore, the physical/simulated axis of self-motion (relative to the

main constant velocity component to self-motion) could determine whether

additional visual-vestibular information about self-motion (in the form of head-

and-display motion) increases vection in depth compared to vision-only

conditions. Additional consistent horizontal head-and-display motion appears

to increase vection in depth compared to vision-only conditions; but, consistent

physical/simulated self-motion along the depth axis appears to have no effect

on (i.e. fore-aft seated head oscillation) or could even reduce (i.e. treadmill

walking) vection in depth compared to vision-only conditions (although this

reduction is also likely due to the presence of biomechanical information).

Therefore, in general, when the simulated head oscillation is orthogonal to the

main constant velocity component to self-motion, it appears to provide an

advantage for vection in depth. But, when the simulated head or whole-body

motion is parallel to the main constant velocity component to self-motion, it

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could potentially weaken (rather than strengthen) the experience of vection in

depth.

Consistent with this proposal, Palmisano et al. (2008) showed that

adding depth acceleration had little to no effect on vection in depth in

stationary observers compared to adding vertical or horizontal acceleration to a

constant velocity radial flow display. Durgin et al. (2005) also showed that

reductions in the visually perceived speed during forward treadmill walking

(in depth) while viewing an expanding optic flow display were not transferred

to side stepping, which would have produced horizontal self-motion (rather

than motion-in-depth). Furthermore, Edwards et al. (2010) showed that humans

are more sensitive to motion-in-depth stimuli when this is provided with

consistent vestibular information as opposed to inconsistent vestibular

information about self-motion. This could explain why: (i) contracting optic

flow (inconsistent biomechanical information about self-motion) impaired

vection in depth compared to expanding optic flow (consistent biomechanical

information) during forward treadmill walking for jittering displays (consistent

head-and-display motion); and (ii) depth-head-and-horizontal-display

oscillation impaired vection in depth compared to depth-head-and-display

oscillation (i.e. the former provided inconsistent visual-vestibular information

about the simulated axis of self-motion). However, it has difficulty explaining

why vection in depth induced by in-phase fore-aft head-and-display oscillation

(i.e. consistent visual-vestibular information) was comparable to vection in

depth induced by out-of-phase fore-aft head-and-display oscillation (i.e.

inconsistent visual-vestibular information).

Even though there is little consistent research on the effect of attention

on vection (Kitazaki & Sato, 2003; Seno et al., 2011b; Trutoiu et al., 2008), it

should be noted that differences in attentional load could have also contributed

to (and could even explain) the observed vection differences between treadmill

walking and seated head movements. That is, it is possible that active treadmill

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walking required more attentional resources than active seated conditions and

this higher attentional load detracted from subjects’ vection experience in the

former condition. For example, subjects could have been devoting more

attentional resources to maintaining balance and remaining on the treadmill

than paying attention to the vection inducing stimulus. However, findings for

the effect of attention on vection have been contradictory, with studies also

showing that not paying attention to a vection inducing stimulus can

strengthen (rather than weaken) vection (Kitazaki & Sato, 2003; Trutoiu et al.,

2008). Furthermore, although still not well understood, studies suggest that

attention could play an important role in multisensory integration and could

modulate sensory weightings (Berger & Bülthoff, 2009; Harrar & Harris, 2007;

Mozolic et al., 2008; Koelewijn, Bronkhorst, & Theeuwes, 2010; Talsma &

Woldorf, 2005). Thus, further consideration needs to be given to the role of

attention during vection and whether attentional load can potentially account

for contextual differences in vection.

9.3 Multisensory viewpoint jitter/oscillation: A robust advantage

This thesis also aimed to examine the robustness of the viewpoint jitter

and oscillation advantage for vection across varying self-motion situations.

Overall, the viewpoint jitter and oscillation advantage was remarkably robust

under changing self-motion situations and contexts. This viewpoint

jitter/oscillation advantage was always present in active, moving observers

compared to viewing a constant velocity optic flow display, irrespective of the

physical/simulated axis of head oscillation (relative to the main constant

velocity display component), the self-motion context (seated head movements

vs. treadmill walking), the simulated direction (ecological vs. non-ecological)

and the simulated amplitude (either the same or twice the physical head

oscillation) of self-motion. However, active seated head oscillation that was not

accompanied by simulated display oscillation (i.e. subjects’ physical head

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movements were not updated into the display) was shown to have little to no

effect on vection in depth. This appears to suggest that, during active seated

conditions, the presence of visual/simulated display oscillation (or visual

feedback about one’s physical head movements) might be more important than

the consistency of this simulated head oscillation (with respect to the physical

head oscillation). For example, in most seated experiments, this advantage was

better for display oscillation simulated at twice the (as opposed to the same)

amplitude of subjects’ physical head oscillation (irrespective of the level of

multisensory conflict). Importantly, the viewpoint jitter/oscillation advantage

was still present during treadmill walking, even though this situation globally

reduced vection in depth compared to viewing these same displays while

stationary.

There were also significant differences in vection in depth between

consistent and inconsistent multisensory horizontal (but not depth) head-and-

display oscillation conditions and vision-only oscillation conditions. Active in-

phase horizontal head-and-display oscillation was shown to increase vection in

depth compared to active out-of-phase horizontal head-and-display oscillation

(Empirical Chapter 3) and vision-only conditions (Empirical Chapter 1). In

Empirical Chapter 3, active out-of-phase (but not in-phase) horizontal head-

and-display oscillation conditions produced significantly weaker vection in

depth than horizontal-head-and-depth-display oscillation (orthogonal-axis)

conditions; suggesting that directional multisensory conflicts during horizontal

head-and-display motion could be more detrimental than axis-based

multisensory conflicts. Furthermore, small added display lags (relative to

subjects’ physical head motion) were shown to impair vection in depth more

than baseline (no added) display lag and large added display lag conditions

(particularly when these were simulated at twice, as opposed to the same,

amplitude).

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However, as already noted, unlike active multisensory self-motion

conditions, the viewpoint jitter/oscillation advantage was only present in

physically stationary observers (vision-only conditions) when display

oscillation was simulated along an orthogonal axis to the main display

component of the simulated self-motion. It is possible that the lack of an

advantage for depth (parallel) display oscillation viewed while stationary could

also be explained by differences in vestibular sensitivity – i.e. subjects might

have been less sensitive to acceleration along the depth axis (as opposed to the

horizontal axis). Furthermore, subjects might have been more sensitive to the

presence of depth display oscillation when this was accompanied by physical

fore-aft head oscillation (which could be why there was a jitter/oscillation

advantage for active fore-aft head oscillation conditions, but not stationary

depth oscillation conditions).

9.4 Multisensory interactions during vection in depth

The final, and potentially the most important, aim of this thesis was to

further understand multisensory interactions for vection-in-depth during both

consistent and inconsistent (both subtle and more extreme) multisensory self-

motion situations. The sub-sections below discuss what these thesis findings

suggest about multisensory interactions during vection in depth (in relation to

previous multisensory interaction theories for self-motion and vection that were

reviewed in the introduction to this thesis – see Chapter 4, particularly Sections

4.4 and 4.5).

9.4.1 Vection in depth is robust in inconsistent multisensory situations

Consistent with most recent research (Kim & Palmisano, 2008, 2010;

Wright et al., 2005; 2009; see also Palmisano et al., 2011, for a review), these

thesis findings showed that vection in depth is generally robust to inconsistent

multisensory information about self-motion even when these are expected to

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generate extreme conflicts. Overall, these thesis findings show that many

inconsistent multisensory situations have little to no effect on vection in depth,

particularly during active seated situations. Vection in depth was remarkably

tolerant to both spatial (e.g. direction, axis and amplitude of self-motion) and

temporal (in the form of display lags) multisensory conflicts during active

seated situations. However, during forward treadmill walking, inconsistent

biomechanical information resulted in a modest vection in depth impairment in

some conditions compared to consistent biomechanical information about this

experience. Nevertheless, consistent with previous research (Palmisano et al.,

2000; 2003; 2008; Kim & Palmisano, 2008, 2010), these findings provide solid

evidence against Zacharias and Young’s (1981) sensory conflict theory for

vection. In contrast, the perceptual system appears to be quite capable of

reconciling a range of inconsistent multisensory situations so that vection is

largely unaffected.

9.4.2 Temporal conflicts are potentially more detrimental to vection in depth

than spatial conflicts

Although the experience of vection is robust to multisensory conflicts, it

appears as though temporal conflicts might be more detrimental to vection in

depth than spatial conflicts about self-motion. Interestingly, small added

display lags reduced vection in depth, while large added display lags had no

effect compared to baseline lag conditions (i.e. no added display lag). This

could be explained by the ‘casual inference theory’ (see Körding et al., 2007;

Sato, Toyoizumi, & Aihara, 2007), which is typically used in relation to visual-

auditory multisensory illusions (e.g. the ventriloquist illusion – see Soto-Faraco

et al., 2002; 2003). In essence, causal inference proposes that multisensory

integration first depends on the probability that two cues belong to a single

sensory event. It is possible that smaller added display lags decreased vection

in depth more than larger added display lags because visual-vestibular

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information was processed as coming from a unified sensory event, and was

integrated, rather than being processed as coming from separate (non-unified)

sensory events. On the other hand, larger added display lags might have had

little to no effect on vection in depth because visual-vestibular information was

not processed as belonging to a single unified sensory event. As a result, during

large display lags, conflicting vestibular information about self-motion might

have been ignored (or at least downplayed), which could support either the

modality appropriateness or reciprocal inhibition hypothesis for vection.

Therefore, overall, it appears as though display lags only decrease vection up

until a certain point (up to ~ 50 ms), at which this conflicting vestibular

information about self-motion might be downplayed/ignored by the visual

system.

Alternatively, this could be due to differences in processing times of

temporal information between the two modalities (see Keetels & Vroomen, 2012,

for a recent and comprehensive review). A study by Barnett-Cowen and Harris

(2009) compared the perceived timing of vestibular stimulation with touch,

light and sound using both galvanic (artificial) vestibular stimulation and more

natural (voluntary) vestibular stimulation. Of particular interest to this thesis,

these authors showed that the perception of vestibular stimulation lags behind

vision by ~120-160 ms (see also Barnett-Cowen & Harris, 2011). In other words,

the visual stimulus would need to be presented substantially before a vestibular

stimulus in order for the two stimuli to be perceived as simultaneous. Therefore,

it is possible that larger added display lags were actually perceived as being

more synchronous with subjects actual head movements than smaller added

display lags.

However, it is also possible that these findings are due to a combination

of the two above explanations. For example, studies have shown that when

information is processed as coming from a single event, the brain is better able

to compensate for processing time differences between different sense

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modalities (Sugita & Suzuki, 2003; Kopinska & Harris, 2004; also see Keetels &

Vroomen, 2012). Nevertheless, this thesis shows that the visual-vestibular

interactions during vection in depth might be different for temporal as opposed

to spatial conflicts about self-motion. Future studies need to further examine

the effect of display lag on vection. It might be interesting for future research to

determine the effects of display lags relative to other non-visual sources, such

as tactile information (it is suggested that tactile stimuli would need to be

presented at the same time to be processed as synchronous – see Barnett-Cowen

& Harris, 2009, 2011). Future research should also focus on determining

perceptual thresholds for lag (taking into account individual differences) that

could be used as a guide for virtual reality set-ups and dynamic training

simulations. Studies should examine the effect of display lag for different head

oscillation frequencies, as higher head oscillation frequencies (1 Hz and above)

are suggested to result in lower visual detection thresholds for lag (Allison et al.,

2001).

9.4.3 Consistent horizontal visual-vestibular stimulation about self-motion

might increase vection in depth

In a number of thesis experiments, providing consistent horizontal

visual-vestibular information about self-motion was shown to increase vection

in depth compared to providing inconsistent horizontal visual-vestibular

information about self-motion. Thus, even though the perceptual system

appears to be adept at overriding or reconciling conflicting non-visual

information about self-motion, consistent horizontal visual-vestibular

information about this experience was shown to sometimes increase vection in

depth. Therefore, multisensory interactions appear to be more complicated than

vision simply dominating self-motion in all vection scenarios and overriding

information coming from the non-visual senses. Also, contrary to the modality

appropriateness hypothesis, sensory weightings during vection in depth do not

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always appear to be all-or-none (particularly when there is consistent

multisensory information about self-motion). Consistent horizontal vestibular

information about self-motion was shown to (sometimes) contribute to and

strengthen the experience of vection in depth compared to vision-only

conditions.

9.4.4 Evidence for multiplicative and divisive interaction mechanisms during

multisensory vection in depth

As noted in an earlier section (see 9.2), the findings of this thesis appear

to be more complicated than a purely subtractive model for self-motion

perception and vection, such as the reciprocal inhibition hypothesis. In

combination, the empirical chapters of this thesis indicate that, similar to other

aspects of self-motion (e.g. heading and distance judgements – see Fetsch,

Turner, DeAngelis, & Angelaki, 2009), multisensory interactions during vection

in depth appear to have multiplicative and divisive mechanisms. This appears

to be particularly true for forward treadmill walking where there is more than

two sensory systems providing potentially useful information about self-

motion. Whether or not the senses are combined (and whether their integration

weakens or strengthens the overall experience of vection) appears to largely

depend on the axis of physical/simulated acceleration (i.e. horizontal vs. depth)

relative to the main constant velocity display component to self-motion. In

addition, ‘combination rules’ for multisensory interactions during vection in

depth also appear to be influenced by the type and degree of multisensory

conflict (i.e. spatial vs. temporal) and the type (vestibular vs.

proprioceptive/somatosensory) and number of available sensory systems

(providing potentially useful information about the experience of self-motion

during vection).

Although not directly investigated, it is also possible that these findings

could be explained by an optimal cue or Bayesian integration model for self-

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motion perception (see Fetsch, DeAngelis & Angelaki, 2010, for a review). One

popular optimal cue integration theory is the maximum likelihood estimation

model (MLE), which proposes that sensory weightings are based on reliability

(inverse variance) of the different senses to self-motion (which would take into

account the criteria discussed above – i.e. the nature/context and axis of self-

motion in which the relative reliabilities of each sense might differ -see Alais &

Burr, 2004; Ernst & Banks, 2002; Fetsch et al., 2009). This model makes two main

predictions: (i) the variance observed in the multisensory condition should be

lower than the observed variance in each individual sensory condition; and (ii)

the sense with the highest individual variance should be given less weight

when the two senses are combined (Alais & Burr, 2004; Butler et al., 2010;

Campos, Byrne, & Sun, 2010; Ernst & Banks, 2002; Fetsch et al., 2009; de Winkel,

Wessie, Workhoven, & Groen, 2010). Several studies have shown that MLE can

account for multisensory interactions during egocentric heading and distance

judgements (Butler et al., 2010; Campos et al., 2010; de Winkel et al., 2010). As

the current thesis examined the strength of (visual) vection, to directly test this

theory we would have had to obtain a separate (unbiased) non-visual estimate

of self-motion, which would have been difficult (or perhaps even impossible) to

achieve.

9.5 Practical implications and applications

These findings have clear implications for the design and

implementation of immersive virtual environments for both experimental and

rehabilitation training purposes. One of the most significant implications is that

small display lags (i.e. temporal conflicts), which are typically inherent within

most simulator set-ups, might have detrimental and perceptually unnoticeable

effects on vection in depth. Importantly, these lags could affect the transference

of virtual training skills to real world self-motion situations and increase the

likelihood of simulator/motion sickness. Our findings showed that although

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subjects can become aware of display lag with instructions and specialised

training, naïve observers are poor at detecting display lags, even when these

lags are relatively substantial. It is clear from these thesis findings that it is

insufficient to test the effect of display lag through purely perceptual means

(even if this involves training). Simulators that require the illusion of self-

motion should test the effect of display lag using both a performance and a

subjective rating/perceptual component.

This thesis suggests that vection in depth induced in active, moving

observers might be most compelling in seated upright observers or situations

that do not involve (useful) biomechanical information about self-motion (as

this appears to globally reduce vection). Also, when using active, moving

observers, it is particularly important to update the observer’s physical head

movements into the self-motion display; even if this updated information is

inconsistent with the observer’s physical head movements (this is better than

not updating these physical movements at all). Furthermore, these findings

suggest that when simulating self-motion in a 3-D virtual environment, vection

in depth is better when displays simulate higher visual gains (as opposed to

equivalent gains) relative to an observer’s physical movements (at least during

seated self-motion situations), particularly when this simulated head motion is

consistent with subjects’ physical head motion.

9.6 Limitations and future directions

One important limitation of this thesis was that we were unable to fully

examine the role of compensatory eye movements, particularly during

physical/simulated depth oscillation. These conditions would produce radial

flow vergence eye movements which require a binocular eye tracking system

(rather than the monocular eye tracking system used in this thesis). Future

studies examining vection in depth would benefit from using a binocular eye

tracker.

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One promising explanation for differences in vection in depth between

active seated head movements and forward treadmill walking was the

simulated/physical axis of head/body motion (relative to the main constant

velocity component to self-motion). The fact that the physical/simulated whole-

body motion was along the same axis – in depth – as the main constant velocity

display motion could be a potential reason for the overall reduction in vection

in depth during forward treadmill walking. However, based on the current

data, it was also possible that biomechanical information in itself globally

reduced vection in depth during forward treadmill walking. That is, these

thesis data were unable to clearly distinguish between the effect of: (i) the

physical/simulated axis of whole body motion (relative to the main display

component); and (ii) the presence of biomechanical information about self-

motion. Future studies could further examine the effect of these individual

factors by using a virtual trike set-up similar to that described by Allison et al.

(2002) – i.e. a tricycle mounted onto a stand, in which the tricycle provides non-

visual information about self-motion from peddling, but no vestibular

information about self-translation in depth. Drawing on this design, future

studies could further explore factors affecting vection in depth by mounting a

stationary bike/tricycle onto a trolley or cart that is able to translate in depth. In

order to differentiate between the influence of physical/simulated depth

information and biomechanical information about self-motion, researchers

could examine three potential scenarios: (i) stationary bike riding with physical

forward motion in depth (biomechanical and depth translation condition); (ii)

stationary bike riding without physical forward motion in depth – i.e. no

trolley/cart movement (biomechanical-only condition); and; (iii) physical

forward motion in depth without stationary bike riding (i.e. no peddling –

depth translation only condition).

It might also be important for future vection studies examining treadmill

walking to determine whether reductions can be generalised to other self-

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motion situations or whether these are specific to forward treadmill walking.

Treadmill walking is one, particularly artificial, type of locomotion. Future

studies could compare forward treadmill walking to a more natural type of

locomotion, such as walking forward on solid ground using a head mounted

display (HMD), which would potentially provide more ‘ecological’

biomechanical information about self-motion in depth. In the examination of

visually perceived speed, Durgin et al. (2005) showed that walking forward on

solid ground while wearing a HMD resulted in greater reductions than walking

forward on a treadmill. Therefore, it is possible that the nature of biomechanical

activity might also affect reductions in vection. Alternatively, as mentioned

above, this additional reduction could (in part) be due to the degree of physical

whole-body acceleration along the depth-axis. Studies could examine this by

also comparing these locomotion types to walking in place (see Yan, Allison, &

Rushton, 2004, for some ideas on methodology), in which there would be very

little physical depth acceleration (this would mainly generate horizontal and

vertical head acceleration).

Future research needs to further examine the effect of higher-order

cognitive factors on vection, particularly the role of attention. As discussed

earlier, it was possible that attentional load could account for differences in

vection in depth strength ratings between seated active head movements and

forward treadmill walking conditions. Similar to the method used by Seno et al.

(2011), this could be examined by having subjects perform working memory

tasks during vection, or by simply directing subjects’ attention away from the

vection inducing stimulus or toward another (non-visual) sense. It is also

possible that these top-down attention effects could influence multisensory

integration (see Berger & Bülthoff, 2009). It has been reported that attending to

one sense while ignoring another can attenuate their integration, while

attending to multiple senses increases their integration (Mozolic et al., 2008;

Talsma et al., 2007). Therefore, it is possible that, at the time of integration,

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attended sensory information will be weighted higher/heavier than non-

attended sensory information about self-motion.

As noted in the above sections, multisensory interactions during vection

in depth appear to be more complicated than previously thought. Future

studies need to consider more comprehensive multisensory integration

mechanisms for vection, such as optimal cue integration or Bayesian models

(Alais & Burr, 2004; Ernst & Banks, 2002, 2004; Fetsch et al., 2009; see Angelaki,

Gu, & DeAngelis, 2009, for a review), which might: (i) further aid our

understanding of multisensory interactions during self-motion; (ii) allow for the

role of extra-retinal factors, such as attention and prior knowledge; and (iii)

determine what pattern of stimulation is ideal to achieve the best illusion of

self-motion, particularly for virtual reality training systems. Importantly,

however, in order to examine an optimal cue integration model for vection,

studies would need to gain a separate visual and non-visual estimate for self-

motion. This is difficult with (visual) vection as subjects are always biased

toward visual information about self-motion and it is, thus, difficult to obtain

an accurate (unbiased) individual non-visual estimate of this experience.

Furthermore, unlike visual and auditory information, it is also impossible to

(completely) ‘turn off’ vestibular/proprioceptive cues to self-motion. Studies

attempting to examine the MLE model for illusory self-motion would need to

use a measure and/or method (the perceived amplitude or speed of vection

come to mind as good examples) that would allow the researcher to obtain both

a (relatively unbiased) visual and non-visual estimate of the self-motion

experience. Otherwise, a model for optimal cue integration during (visual)

vection would need to include a conservative adjustment for the obvious bias

toward vision in this illusion.

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9.7 Concluding remarks

Overall, both vection in depth and the viewpoint jitter/oscillation

advantage were robust under a wide range of inconsistent multisensory

situations; however, consistent visual-vestibular information about self-motion

was found to strengthen vection in depth in some situations compared to

vision-only information about this experience. Importantly, multisensory

interactions during vection in depth are more complicated than all-or-none

sensory weightings and a purely subtractive model for self-motion.

Multisensory interactions during vection in depth appear to have both

multiplicative and divisive mechanisms (particularly during forward treadmill

walking) and how the senses are integrated could depend on the

physical/simulated axis of self-motion, the type and level of multisensory

conflict and the type and number of senses involved. Together, this thesis

showed that: (i) consistent horizontal (but not depth) head-and-display motion

can increase vection in depth compared to vision-only conditions during seated

self-motion conditions; and (ii) biomechanical information globally reduces

vection in depth during forward treadmill walking compared to vision-only

conditions.

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11 APPENDICES

APPENDIX A

Below is additional data collected as a control experiment for Empirical Chapter

1.

11.1 Experiment 1A. An attempt at isolating the effect of active control on

vection in depth

There are a number of reasons why simply being active or actively

generating display motion could increase vection (rather than this being due to

consistent and combined visual-vestibular stimulation). When an individual

actively generates display motion (that is, their active movements are updated

into a self-motion display in real-time) an efference copy of the motor command

is produced (which generates an action-perception feedback loop – providing

important feedback about one’s movement in relation to the visual world). It is

typically suggested that actions can modify perceptions externally by

modifying the world or one’s view of it (i.e. action may affect our three-

dimensional perceptual processes - Wexler & Boxtel, 2005). It is also known that

actively moving the head results in motion parallax (Hanes, Keller, &

McCollum, 2008; Rogers & Graham, 1979) and may improve depth perception

(Wexler et al., 2001; Wexler, 2003; as well as generate greater sensitivity to

detecting changes in spatial orientation – see Larish & Flach, 1995). Furthermore,

independent of its sensory consequences, executing or preparing a motor action

has been shown to internally modify an observer’s perception and

representation of 3-D space (Wexler & van Boxel, 2005). It has been suggested

that actively moving observers perceive a different 3-D structure than when

they are physically stationary, despite receiving the same optic flow (Wexler &

van Boxel, 2005).

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A study by Riecke (2006) examined the effect of simple user-generated

motion cueing on vection. These authors examined three self-motion conditions,

which varied in their degree of ‘control’ over self-motion: (i) forward motion

self-initiated by pressing a mouse button (little to no proprioceptive

information about self-motion); (ii) forward and backward motion self-initiated

by the deflection of a joystick (minimal proprioceptive information about self-

motion); and (iii) forward and backward motion self-initiated by moving a

modified manual wheelchair (both vestibular and proprioceptive information

about self-motion). These authors showed a clear vection enhancement (shorter

onset, greater intensity, and compellingness) for the wheelchair self-motion

condition compared to the mouse press and joystick self-motion conditions,

suggesting that the presence of more useful multisensory information about

self-motion might strengthen vection (rather than simply having active control

over this self-motion or this self-motion being self-generated). However, these

authors did not compare active conditions to stationary viewing conditions – i.e.

they did not compare these varying levels of active control to no active control

conditions.

The current experiment examined whether simply being active and/or

having control over one’s self-motion can strengthen vection compared to

passively viewing the same display while physically stationary. Previous active

head movement studies have not compared this active self-motion situation, in

which useful multisensory information about self-motion would be generated,

to a self-motion situation which would generate less useful multisensory

information about self-motion20. In an attempt to isolate the effect of active

20 It should be noted that since conducting this experiment a study by Riecke et al. (2012)

examined the effect of active control (or ‘user driven’ motion) by comparing vection induced by

joystick movement to vection induced by whole body movement in a Gyroxus gaming chair.

This study showed no difference in vection between active joystick control and passive joystick

movement. Contrary to the authors’ predictions, active control of the gaming chair was shown

to decrease (rather than increase) vection compared to being passively moved in this gaming

chair.

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control on vection, horizontal display motion in this experiment was generated

by physical joystick oscillation (rather than head oscillation). These movements

were generated via hand and wrist movements which, unlike active head

movements, should not provide any useful multisensory stimulation about self-

motion in depth.

11.2 Method

The apparatus, visual displays procedure and design were the same as

Empirical Chapter 1 except: (i) subjects horizontally oscillated a joystick

(instead of their head) to the sound of the metronome (~1 Hz); and (ii) a chin

rest was used for both active and passive self-motion trials to control head

movements.

11.2.1 Subjects. Twenty-eight undergraduate psychology students (19 females

and 9 males aged between 18 and 37 years) at the University of Wollongong

received course credit for their participation in this experiment. All had normal

or corrected-to-normal vision and no existing vestibular or neurological

impairments. The Wollongong University Ethics Committee approved the

study in advance and each subject provided written informed consent before

participating in the study.

11.3 Results

Active Control Conditions (with or without display oscillation)

Bonferroni-corrected planned contrasts were performed on our active

viewing condition data, which controlled for a family-wise error rate at 0.05.

Both active in-phase (F (1, 27) = 7.90, p < .05) and active out-of-phase (F (1, 27) =

9.55, p < .05) display oscillation resulted in significantly stronger vection in

depth strength ratings (see Figure A1). There was no significant difference in

vection strength ratings found between active in-phase and active out-of-phase

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display oscillation (F (1, 27) = 0.57, p > .05). There was also no significant

difference in vection in depth strength ratings found between larger visual

display amplitude compared to smaller visual display amplitudes for both in-

phase (F (1, 27) = 1.67, p > .05) and out-of-phase (F (1, 27) = 2.44, p > .05) display

oscillation.

Figure A1. Effect of the different active head oscillation conditions at varying

display amplitudes (same or twice the amplitude of the joystick movements)

and directions (in-phase or out-of-phase with the joystick movements) on

vection in depth strength ratings. Error bars depict +/- 1 standard error of the

mean.

11.3.1 Stationary Viewing Conditions (with or without display oscillation)

Bonferroni-corrected planned contrasts were also performed on our

passive viewing data (controlling for a family-wise error rate of 0.05). As in

many previous studies, passive visual display oscillation conditions resulted in

significantly stronger vection in depth ratings compared to passive no display

oscillation conditions (F (1, 27) = 18.13, p < .05 – see Figure A2). However,

similar to active viewing conditions, the vection in depth produced by larger

0

10

20

30

40

50

60

70

80

Active In-

Phase Twice

Active In-

Phase Same

Active No

Oscillation

Active Out-

of-Phase

Same

Active Out-

of-Phase

twice

Vec

tio

n S

tren

gth

Rat

ing

s

Active Viewing Conditions

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display oscillation amplitudes was not found to significantly differ from the

vection in depth produced by smaller visual display oscillation amplitudes (F (1,

27) = 1.06, p > .05).

Figure A2. Effect of passive display oscillation (at the same and twice the

amplitude as one’s physical head movements) on vection in depth strength

ratings compared to passive no oscillation conditions. Error bars depict +/- 1

standard error of the mean.

11.3.2 Active Control vs. Stationary Viewing Conditions (with or without

display oscillation)

Finally, Bonferroni-corrected planned contrasts were performed to

compare active and passive viewing condition data (controlling for a family-

wise error rate at 0.05). There were no significant differences in vection in depth

found between in-phase (F (1, 27) = 0.97, p > .05) or out-of-phase (F (1, 27) = 2.04,

p > .05) active head oscillation and passive display oscillation data (see Figure

A3).

0

10

20

30

40

50

60

70

80

Passive Oscillation

Twice

Passive Oscillation

Same

Passive No Oscillation

Vec

tio

n S

tren

gth

Rat

ing

s

Passive Viewing Conditions

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Figure A3. Effect of active in-phase oscillation (at the same or twice the

amplitude as one’s physical head movements), passive oscillation (at the same

or twice the amplitude) and active out-of-phase oscillation (at the same or twice

the amplitude) on vection in depth strength ratings. Error bars depict +/- 1

standard error of the mean.

Therefore, active stimulation of the proprioceptive/somatosensory

system (or active control of visual display motion) through hand and wrist

movements does not appear to significantly increase vection compared to

purely visual information about this experience (irrespective of whether this

physical hand-and-wrist oscillation is consistent or inconsistent with the

movement of the visual display).

11.4 Discussion

This experiment aimed to determine whether the advantage in Empirical

Chapter 1 for in-phase horizontal head-and-display oscillation compared to

vision-only conditions was due to subjects actively controlling their own self-

motion. Contrary to this possibility, this experiment showed that actively

generating horizontal display oscillation without vestibular stimulation (by

0

10

20

30

40

50

60

70

80

Active In-Phase

Oscillation

Passive

Oscillation

Active Out-of-

Phase

Oscillation

Vec

tio

n S

tren

gth

Rat

ing

s

Active vs. Passive Viewing

Twice Amplitude

Same Amplitude

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moving a joystick in- or out-of-phase via hand and wrist movements) provided

no further benefit to vection in depth compared to viewing this display

oscillation while physically stationary. Therefore, it appears as though the

reported advantage for in-phase horizontal head-and-display oscillation in

Empirical Chapter 1 was not simply due to subjects actively

controlling/generating their own self-motion. Hence, the findings of Empirical

Chapter 1 could suggest that consistent visual-vestibular information about

self-motion might have contributed to the vection advantage for in-phase

horizontal head-and-display oscillation conditions compared to vision-only

conditions. In addition to comparing active control conditions to physically

stationary viewing conditions, future studies should directly compare active

horizontal head-and-display oscillation conditions to active horizontal joystick

oscillation conditions.

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APPENDIX B

Table B1. Regression coefficients from individual analyses of subjects’ head

movement amplitude and vection in depth strength rating data from

Experiment 5.

Subject β coefficients

1 0.97

2 0.85

3 -0.01

4 -2.52

5 12.17

6 -0.58

7 0.79

8 -4.86

9 -4.68

10 -0.58

11 0.08

12 -0.54

13 -0.38

14 -0.7

15 -2.21

16 1.01

17 -2.62

18 -7.3

19 -0.17

20 -0.7

21 3.62

22 -3.32

23 0.14

24 4.18

25 0.25

M -0.28

SE 0.73

t -0.40

Note: Subjects’ head movement amplitudes were not found to significantly

predict their vection in depth strength ratings (p > .05).

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APPENDIX C

Table C1. Summary of the main thesis findings of each empirical chapter.

Empirical Chapter Main Findings

1. Does multisensory

stimulation alter

vection during

seated head

movements?

Active viewing conditions:

Trend toward active in-phase horizontal head-and-

display oscillation producing stronger vection in

depth than active out-of-phase horizontal oscillation

for radial optic flow displays (Expt. 1)

No difference in vection in depth between active in-

phase fore-aft head-and-display and active out-of-

phase fore-aft head-and-display oscillation for radial

optic flow displays (Expt. 2)

No difference in rightward vection between active in-

phase fore-aft and active out of-phase fore-aft head-

and-display oscillation for lamellar optic flow

displays (Expt. 3)

Head-and-display oscillation conditions always

increased vection compared to constant velocity

conditions (particularly at higher amplitudes)

Stationary viewing conditions:

Horizontal (but not depth) oscillation updated into

radial flow increased vection in depth compared to

viewing constant velocity radial flow

Depth oscillation updated into lamellar flow increased

rightward vection compared to viewing constant

velocity lamellar flow

Display oscillation while stationary might need to be

orthogonal to the main constant velocity flow display

component

Active vs. stationary:

Active in-phase horizontal head-and-display

oscillation increased vection in depth compared to

stationary horizontal display oscillation for radial

flow displays

No difference in vection in depth between active in-

phase fore-aft head-and-display oscillation and

stationary depth display oscillation for radial flow

displays

No difference in rightward vection between active in-

phase fore-aft head-and-display oscillation and

stationary depth display oscillation for lamellar flow

displays

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2. Do actual and/or

perceived display

lags alter vection?

Added display lag:

No vection difference between baseline (0 ms added)

display lag and 200 ms added display lag

Baseline lag produced stronger vection in depth than

50 ms added display lag and 100 ms added display

lag (particularly at twice the amplitude)

200 ms added display lag produced stronger vection

than 50 ms added display lag

Trend toward 100 ms added display lag producing

stronger vection in depth than 50 ms added display

lag

Display oscillation conditions increased vection in

depth compared to no oscillation conditions (but no

significant effect of gain)

Subjective lag:

The effect of added display lag could not be explained

by subjects’ perceived subjective lag ratings

Overall, 100 ms added display lag produced the

highest average subjective lag ratings (not 50 ms)

3. Do multisensory

axis-based

conflicts alter

vection?

Same-axis:

Active in-phase horizontal head-and-display

oscillation increased vection in depth compared to

active out-of-phase horizontal head-and-display

oscillation

No difference in vection in depth between active in-

phase depth head-and-display oscillation and active

out-of-phase depth head-and-display oscillation (even

at twice the amplitude)

Significant effect of gain for both horizontal and depth

head-and-display oscillation conditions

Orthogonal-axis:

Significant effect of gain for both horizontal-head-

and-depth-display and depth-head-and-horizontal-

display conditions

Same-axis vs. orthogonal-axis:

No difference in vection in depth between in-phase

horizontal same-axis oscillation and horizontal

orthogonal-axis head oscillation

Out-of-phase horizontal same-axis oscillation

produced weaker vection in depth than horizontal

orthogonal-axis head oscillation

Both in-phase and out-of-phase depth same-axis

oscillation increased vection in depth compared to

depth orthogonal axis head oscillation (most likely

due to the disruption of 3-D depth information in the

display)

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4. Does multisensory

stimulation alter

vection during

forward treadmill

walking?

Overall reduction in vection in depth during forward

treadmill walking compared to stationary viewing

Jittering displays always increased vection in depth

compared to constant velocity displays (irrespective

of whether the subject was stationary or treadmill

walking)

Contracting optic flow viewed during forward

treadmill walking impaired vection in depth

compared to expanding optic flow for jittering

displays (but not for non-jittering displays)

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APPENDIX D

Below are the means and standard errors for vection strength ratings from all

thesis experiments.

Table D1. Means and standard errors for vection in depth strength ratings in

Experiment 1.

Vection Strength

Self-motion Type Phase Gain Mean SE

Active In-phase Twice 68.98 2.12

In-phase Same 64.73 2.80

No oscillation 55.72 2.8

Out-of-phase Same 61.78 2.40

Out-of-phase Twice 63.13 2.06

Passive N/A Twice 60.75 2.30

N/A Same 57.96 2.12

No oscillation 52.12 2.54

Table D2. Means and standard errors for vection in depth strength ratings in

Experiment 2.

Vection Strength

Self-motion Type Phase Gain Mean SE

Active In-phase Twice 66.81 2.04

In-phase Same 57.92 2.12

No oscillation 49.41 1.76

Out-of-phase Same 58.65 2.21

Out-of-phase Twice 66.04 1.83

Passive N/A Twice 60.69 2.06

N/A Same 58.08 1.97

No oscillation 57.74 2.36

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Table D3. Means and standards error for sideways vection strength ratings in

Experiment 3

Vection Strength

Self-motion Type Phase Gain Mean SE

Active In-phase Twice 68.58824 2.13

In-phase Same 60.20588 2.53

No oscillation 53.85294 2.25

Out-of-phase Same 58.97059 2.91

Out-of-phase Twice 70.41176 3.06

Passive N/A Twice 67.60294 2.38

N/A Same 61.11765 2.43

No oscillation 57.20588 2.93

Table D4. Means and standard errors for vection in depth strength ratings and

subjective lag ratings in Experiment 4.

Vection Strength Subjective Lag

Additional Display Lag

(s) Gain Mean SE Mean SE

0 Twice 68.22 2.27 12.78 4.73

Same 64.22 2.69 11.22 4.25

No

Oscillation 51.31 1.84 NA

50 Twice 53.59 1.97 41.66 6.13

Same 51.85 2.12 39.03 5.84

No

Oscillation 50.70 2.11 NA

100 Twice 59.94 2.43 44.56 4.73

Same 59.19 2.35 45.94 5.56

No

Oscillation 51.78 2.34 NA

200 Twice 62.69 2.21 25.84 5.44

Same 64.59 2.26 32.41 6.16

No

Oscillation 53.93 2.29 NA

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Table D5. Means and standard errors for vection in depth strength ratings in

Experiment 5.

Vection Strength

Head Axis Simulated Axis Phase Gain Mean SE

Depth Depth In-phase Twice 71.44 2.367371

In-phase Same 62.96 2.603737

No Oscillation 51.92 2.0598

Out-of-phase Same 63.8 3.221564

Out-of-phase Twice 71.36 2.606003

Depth Horizontal NA Twice 67.33 2.941976

NA Same 59.51 3.232586

No Oscillation 51.3 2.611608

Horizontal Horizontal In-phase Twice 66.08 2.192886

Same 58.36 2.199179

No Oscillation 50.72 1.995237

Out-of-phase Same 59.02 1.74863

Out-of-phase Twice 61.4 2.263846

Horizontal Depth NA Twice 63.23 2.501132

NA Same 57.57 2.314236

No Oscillation 51.87 2.349217

Table D6. Means and standard errors for sideways vection strength ratings in

Experiment 6.

Vection Strength

Head Axis Simulated Axis Phase Gain Mean SE

Depth Depth In-phase Twice 0 0

In-phase Same 0 0

No Oscillation 0 0

Out-of-phase Same 0 0

Out-of-phase Twice 0 0

Depth Horizontal NA Twice 14 6.49

NA Same 15.33 6.78

No Oscillation 0.5 0.55

Horizontal Horizontal In-phase Twice 20.33 8.67

Same 18.67 8.87

No Oscillation 2 1.79

Out-of-phase Same 16.33 8.27

Out-of-phase Twice 22.83 10.65

Horizontal Depth NA Twice 4.25 3.70

NA Same 3 2.52

No Oscillation 1.67 1.155

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Table D7. Means and standard errors for vection in depth strength ratings in

Experiment 7.

Vection Strength

Self-motion Type Display Type

Treadmill and/or Display

Speed Mean SE

Active Radial 4 45.13 1.96

5 55.88 1.92

Jittering 4 61.25 3.12

5 70.88 2.58

Passive Radial 4 52 2.18

5 60.5 2.52

Jittering 4 72.5 2.09

5 78.75 2.35

Table D8. Means and standard errors for vection in depth strength ratings in

Experiment 8.

Vection Strength

Self-motion

Type Direction

Display

Type

Treadmill and/or

Display Speed Mean SE

Active Expanding Radial 4 48.394 2.956

5 57.5 1.70

Contracting

4 49.644 2.70

5 55.366 1.92

Expanding Jittering 4 67.68 2.70

5 69.82 2.81

Contracting

4 57.5 3.08

5 63.75 3.85

Passive Expanding Radial 4 55.36 1.58

5 63.21 2.47

Contracting

4 56.07 1.35

5 65 2.72

Expanding Jittering 4 76.07 1.46

5 81.07 2.44

Contracting

4 74.29 1.87

5 81.07 1.90