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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»
14 years 11 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
15 years 5 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»
14 years 11 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»
14 years 10 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
14 years 6 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...