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» Simulating Self-Motion I: Cues for the Perception of Motion
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VR
2002
IEEE
164views Virtual Reality» more  VR 2002»
13 years 4 months ago
Simulating Self-Motion I: Cues for the Perception of Motion
When people move there are many visual and non-visual cues that can inform them about their movement. Simulating self motion in a virtual-reality environment thus needs to take th...
Laurence R. Harris, Michael Jenkin, Daniel C. Ziko...
VRST
2006
ACM
13 years 10 months ago
Simple user-generated motion cueing can enhance self-motion perception (Vection) in virtual reality
Despite amazing advances in the visual quality of virtual environments, affordable-yet-effective self-motion simulation still poses a major challenge. Using a standard psychophysi...
Bernhard E. Riecke
VR
2002
IEEE
160views Virtual Reality» more  VR 2002»
13 years 4 months ago
Simulating Self-Motion II: A Virtual Reality Tricycle
: When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to ac...
Robert S. Allison, Laurence R. Harris, A. R. Hogue...
ICRA
2010
IEEE
147views Robotics» more  ICRA 2010»
13 years 3 months ago
A novel framework for closed-loop robotic motion simulation - part II: Motion cueing design and experimental validation
— This paper, divided in two Parts, considers the problem of realizing a 6-DOF closed-loop motion simulator by exploiting an anthropomorphic serial manipulator as motion platform...
Paolo Robuffo Giordano, Carlo Masone, Joachim Tesc...
CGF
2011
12 years 12 months ago
Motion Blur Rendering: State of the Art
Motion blur is a fundamental cue in the perception of objects in motion. This phenomenon manifests as a visible trail along the trajectory of the object and is the result of the c...
Fernando Navarro, Francisco J. Serón, Diego...