THESIS
2018
Abstract
Viewers of Virtual Reality (VR) simulations often feel like they are moving even though they
are actually stationary. This phenomenon is called vection or illusions of self-motion. The
effects of oscillation frequency on vection along different axes have been studied with fixed
velocity and fixed amplitude by Chen et al. (2016) and Fu (2017). Results suggest that in
contrast to the literature, there were two different types of frequency response curves instead
of one, depending on either velocity or amplitude held constant. This has been referred to as
the “two-frequency-response (2FR)” hypothesis. This hypothesis can explain inconsistent
frequency responses associated with vection in the literature, but it has only been tested with
screen-based projected images. This study exam...[
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Viewers of Virtual Reality (VR) simulations often feel like they are moving even though they
are actually stationary. This phenomenon is called vection or illusions of self-motion. The
effects of oscillation frequency on vection along different axes have been studied with fixed
velocity and fixed amplitude by Chen et al. (2016) and Fu (2017). Results suggest that in
contrast to the literature, there were two different types of frequency response curves instead
of one, depending on either velocity or amplitude held constant. This has been referred to as
the “two-frequency-response (2FR)” hypothesis. This hypothesis can explain inconsistent
frequency responses associated with vection in the literature, but it has only been tested with
screen-based projected images. This study examines the 2FR hypothesis in an immersive VR
environment. In Experiment 1, viewers were exposed to an immersive VR disco light
environment presented on an HTC VIVE headset. Dotted disco lights were moving according
to selected combinations of five levels of frequency, rms velocity, and amplitude. Results
show that the 2FR hypothesis is applicable, but the shape of the response curve under constant
amplitude was different from the findings of Fu (2017). One possible reason for the difference
in results might be the differences in scene complexity. Experiment 1 used oscillating patterns
in two dimensions while Fu used contrasted stripes of one dimension. As such, the vertical
spatial complexity in this study was found to be significantly higher than that in Fu. In
Experiment 2, the contrasted stripe patterns used in Fu were adopted and presented in the
HTC VR environment. Results indicate that the findings of Experiment 1 still hold. This
suggests that the addition or removal of vertical spatial complexity did not affect the
frequency response of vection. Future work to identify the cause of different frequency
response shapes is required. The current work demonstrates that the 2FR hypotheses holds for
vection generated using a VR headset. Studying the frequency responses of vection with
changing amplitude and velocity of scene movement should be avoided.
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