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Self-motion perception: assessment by real-time computer-generated animationsWe report a new procedure for assessing complex self-motion perception. In three experiments, subjects manipulated a 6 degree-of-freedom magnetic-field tracker which controlled the motion of a virtual avatar so that its motion corresponded to the subjects' perceived self-motion. The real-time animation created by this procedure was stored using a virtual video recorder for subsequent analysis. Combined real and illusory self-motion and vestibulo-ocular reflex eye movements were evoked by cross-coupled angular accelerations produced by roll and pitch head movements during passive yaw rotation in a chair. Contrary to previous reports, illusory self-motion did not correspond to expectations based on semicircular canal stimulation. Illusory pitch head-motion directions were as predicted for only 37% of trials; whereas, slow-phase eye movements were in the predicted direction for 98% of the trials. The real-time computer-generated animations procedure permits use of naive, untrained subjects who lack a vocabulary for reporting motion perception and is applicable to basic self-motion perception studies, evaluation of motion simulators, assessment of balance disorders and so on.
Document ID
20040112552
Acquisition Source
Legacy CDMS
Document Type
Reprint (Version printed in journal)
Authors
Parker, D. E.
(University of Washington Seattle 98195-7923, United States)
Phillips, J. O.
Date Acquired
August 21, 2013
Publication Date
February 1, 2001
Publication Information
Publication: Applied ergonomics
Volume: 32
Issue: 1
ISSN: 0003-6870
Subject Category
Life Sciences (General)
Distribution Limits
Public
Copyright
Other
Keywords
Non-NASA Center
NASA Discipline Neuroscience

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