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Dive into the research topics where Andrea Bubka is active.

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Featured researches published by Andrea Bubka.


Perception | 2010

Natural Visual-Field Features Enhance Vection

Andrea Bubka; Frederick Bonato

When a large optic-flow pattern is viewed, induced self-motion perception (vection) can result even for observers who are stationary relative to Earth. Vection is common in optokinetic drums, large-screen cinemas, vehicle simulators, and other virtual environments. However, not all optic-flow patterns are equally effective in producing vection. We hypothesized that visual-field characteristics that typically accompany self-motion are likely to facilitate vection. The two characteristics tested in the current study were color and global visual-field movement consistent with head bob and sway that occurs when a person walks or runs. Stationary observers viewed first-person perspective video clips on a rear-projection screen that depicted forward self-motion. Vection onset and magnitude were measured with a computer-interfaced slide device. In experiment 1, either a grayscale or color video was presented. In experiment 2, the video was shot either from a smooth rolling cart or with a hand-held camera that yielded gait information in addition to global expansion. Vection onset was found to be faster, and stronger in magnitude, when videos containing color and gait movements were viewed. These results suggest that visual-field features that are common during actual self-motion can enhance vection in a virtual environment, resulting in a more realistic experience for viewers.


Aviation, Space, and Environmental Medicine | 2007

Vertical display oscillation effects on forward vection and simulator sickness.

Stephen Palmisano; Frederick Bonato; Andrea Bubka; John Folder

BACKGROUND The current study investigated the effects that vertical display oscillation had on the development of both vection and simulator sickness. METHODS There were 16 subjects who were exposed to optic flow displays which simulated either: 1) constant velocity forward self-motion (pure radial flow); or 2) combined constant velocity forward and vertically oscillating self-motion (radial flow with vertical oscillation at one of three frequencies: 1.8, 3.7, or 7.4 Hz). During each 10-min display exposure, subjects rated the strength of their vection and eight symptoms listed on the Subjective Symptoms of Motion Sickness (SSMS) scale at 2-min intervals. Subjects also completed the Simulator Sickness Questionnaire (SSQ) designed by Kennedy and colleagues before and after each trial, which generated a total SSQ score and three SSQ subscores (nausea, oculomotor symptoms, and disorientation). RESULTS Vertically oscillating displays (mean = 5.51; SD = 2.5) were found to produce significantly stronger vection ratings than non-oscillating displays (mean = 3.56; SD = 2.1). Vertically oscillating displays (mean = 58.18; SD = 32.2) were also found to produce significantly more severe sickness (as rated by total SSQ scores) than non-oscillating displays (mean = 29.67; SD = 24.7). Both vection and sickness symptoms increased in magnitude with prolonged exposure to optic flow. CONCLUSIONS Our findings appear to represent a special case in visual self-motion perception where high-frequency vertical oscillation both enhances vection and increases simulator sickness when it is incorporated into an optic flow display simulating constant velocity self-motion in depth.


Perception | 2008

Expanding and Contracting Optic-Flow Patterns and Vection

Andrea Bubka; Frederick Bonato; Stephen Palmisano

When stationary observers view an optic-flow pattern, visually induced self-motion perception (vection) and a form of motion sickness known as simulator sickness (SS), can result. Previous results suggest that an expanding flow pattern leads to more SS than a contracting pattern. Sensory conflict, a possible cause of SS, may be more salient when an expanding optic-flow pattern is viewed. An experiment was conducted to test if a more salient sensory conflict accompanying expanding flow patterns might inhibit vection. Participants (n = 15) viewed a pattern of blue squares, either steadily expanded or contracted, on a large rear-projection screen. Vection onset and magnitude were measured for 30 s with a computer-interfaced slide device. Vection onset was significantly faster, and vection magnitude stronger, when a contracting pattern was viewed. We propose that our extensive experience with forward self-motion may form a neural expectancy (exposure-history) about the sensory inputs which typically accompany expanding flow. However, since backward self-motion is less common, there may be a weaker exposure-history for contracting flow, and as a result these patterns generate less salient sensory conflict and subsequently less vection.


Aviation, Space, and Environmental Medicine | 2009

Combined pitch and roll and cybersickness in a virtual environment.

Frederick Bonato; Andrea Bubka; Stephen Palmisano

BACKGROUND Stationary subjects who perceive visually induced illusions of self-motion, or vection, in virtual reality (VR) often experience cybersickness, the symptoms of which are similar to those experienced during motion sickness. An experiment was conducted to test the effects of single and dual-axis rotation of a virtual environment on cybersickness. It was predicted that VR displays which induced illusory dual-axis (as opposed to single-axis) self-rotations in stationary subjects would generate more sensory conflict and subsequently more cybersickness. METHODS There were 19 individuals (5 men, 14 women, mean age = 19.8 yr) who viewed the interior of a virtual cube that steadily rotated (at 60 degrees x s(-1)) about either the pitch axis or both the pitch and roll axes simultaneously. Subjects completed the Simulator Sickness Questionnaire (SSQ) before a trial and after 5 min of stimulus viewing. RESULTS Post-treatment total SSQ scores and subscores for nausea, oculomotor, and disorientation were significantly higher in the dual-axis condition. CONCLUSIONS These results support the hypothesis that a vection-inducing VR stimulus that rotates about two axes generates more cybersickness compared to aVR stimulus that rotates about only one. In the single-axis condition, sensory conflict and pseudo-Coriolis effects may have led to symptoms. However, in the dual-axis condition, not only was perceived self-motion more complex (two axes compared to one), the inducing stimulus was consistent with twice as much self-motion. Hence, the increased likelihood/magnitude of sensory conflict and pseudo-Coriolis effects may have subsequently resulted in a higher degree of cybersickness in the dual-axis condition.


Teleoperators and Virtual Environments | 2008

Vection change exacerbates simulator sickness in virtual environments

Frederick Bonato; Andrea Bubka; Stephen Palmisano; Danielle Phillip; Giselle Moreno

The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computer-interfaced slide indicator. The steadily expanding flow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lower subscores for nausea, oculomotor, and disorientation symptoms, 3) more overall vection magnitude, and 4) less changing vection. Collectively, these results suggest that changing vection exacerbates SS.


Perception | 2006

Chromaticity, Spatial Complexity, and Self-Motion Perception

Frederick Bonato; Andrea Bubka

The effects of visual field color and spatial complexity on self-motion perception were investigated by placing observers inside a large rotating cylinder (optokinetic drum). Under optokinetic-drum conditions visually induced self-motion (vection) is typically perceived within 30 s, even though all forms of sensory input (eg vestibular, proprioceptive, auditory), except vision, indicate that the observer is stationary. It was hypothesized that vection would be hastened and vection magnitude increased by adding chromatic colors and spatial complexity to the lining of an optokinetic drum. Addition of these visual-field characteristics results in an array that shares more visual-field characteristics with our typical environment that usually serves as a stable frame of reference regarding self-motion perception. In the color experiment, participants viewed vertical stripes that were: (i) black and white, (ii) various gray shades, or (iii) chromatic. In the spatial complexity experiment, participants were presented with: (i) black-and-white vertical stripes, or (ii) a black-and-white checkerboard pattern. Drum rotation velocity was 5 rev. min−1 (30° s−1), and both vection onset and magnitude were measured for 60 s trials. Results indicate that chromaticity and spatial complexity hasten the onset of vection and increase its perceived magnitude. Chromaticity and spatial complexity are common characteristics of the environments in which our visual system evolved. The presence of these visual-field features in an optic flow pattern may be treated as an indicator that the scene being viewed is stationary and that the observer is moving.


Memory & Cognition | 2000

The selection of homograph meaning: Word association when context changes

David S. Gorfein; Stephanie Berger; Andrea Bubka

In a study of lexical ambiguity processing, responses to homographs were examined in a word association task. The context of repeated exposures of a homograph was manipulated by requiring a response to a word related to a meaning of the homograph on the trial prior to homograph presentation. A change of that relationship reduced the effectiveness of the contextual item as a prime on the second occurrence of the homograph. In response to a third unprimed occurrence of the homograph, associations were consistent with a conclusion that when semantic contexts are opposed, a “primacy effect” is obtained. The overall effects in the studies reported are seen as consistent with the theoretical view of Simpson and Kang (1994) that processing and responding to one meaning of a homograph result in the inhibition of alternative meanings. A mechanism to account for that inhibition is proposed.


Psychonomic Bulletin & Review | 1997

A transfer analysis of the repetition effect in the lexical and ambiguity decision tasks

David S. Gorfein; Andrea Bubka

Two experiments were performed in an attempt to evaluate explanations of repetition priming—the facilitation observed when the same word is processed a second time in the same task. One task employed was lexical decision (word/nonword) and the other was ambiguity decision (ambiguous/ unambiguous). In the first experiment, transfer on a lexical decision task was measured following either a lexical decision or an ambiguity decision. When the identical lists were processed in the first phase for lexical and ambiguity decision, equal repetition effects were obtained on lexical decision. However, when the ambiguity task was presented without nonwords, no repetition priming occurred. In a second experiment, the within-task repetition effect was large for the ambiguity decision, whereas no transfer was obtained from lexical decision to ambiguity decision. The results were interpreted as being consistent with a transfer-appropriate processing account of repetition priming.


Archive | 1989

A Context-Sensitive Frequency-Based Theory of Meaning Achievement

David S. Gorfein; Andrea Bubka

The basic problem for the psychologist interested in any form of human communication is how meaning is achieved by the organism. The present chapter has a twofold purpose: (1) to present evidence for the role of frequency in resolving semantic ambiguity and (2) to elucidate a theory of frequency action that has generality for human information processing. We will argue that the most important role in understanding the processing of words is that the processing will depend on the frequency of the word. Robinson’s classic statements (1932) of the law of frequency were recently updated by Slamecka (1987) in the following words: Since that time, psychologists have considerably extended the list of effective variables, but the impression that I receive from my review is that these other variables tend to play out their roles superimposed against a larger background, which reduces them almost to local eddies that are swept along in the irresistible tide of repetition increments (p. 128) We believe the data with respect to the processing of homographs support a similar statement; i.e., the law of frequency will apply to the task.


Aerospace medicine and human performance | 2015

Visual blur and motion sickness in an optokinetic drum.

Frederick Bonato; Andrea Bubka; William Thornton

BACKGROUND The most commonly cited hypotheses for motion sickness (MS) focus on inconsistent sensory inputs. Visual/vestibular conflicts may lead to MS, but visual input from retinal regions/neural pathways that are sensitive to motion might bear more weight in MS etiology. We hypothesized that inducing blurred vision in an optokinetic drum would attenuate the influence of foveal (parvocellular) input, but not peripheral (magnocellular) input that is sensitive to motion. Increased relative influence of peripheral visual input was predicted to subsequently lead to more visual/vestibular conflict and subsequently more severe MS symptoms. METHODS Through goggles that were either clear or frosted, 15 subjects (5 men, 10 women, mean age = 24.9 yr, range = 18-49) viewed the interior of a rotating (60° · s(-1)) optokinetic drum for 10 min. Subjects completed the Simulator Sickness Questionnaire (SSQ) before and after viewing. Overall subjective sickness ratings (0-10) and visually induced self-motion perception (vection) ratings (0-10) were also recorded. RESULTS Postexposure SSQ scores obtained in the blur condition (total - 52.9, oculomotor - 38.9, disorientation - 69.6) were significantly higher than those obtained in the control condition (total - 30.4, oculomotor - 21.7, disorientation - 37.8). Overall sickness ratings and vection ratings were also significantly higher in the blur condition. CONCLUSIONS These results suggest that visual blur can exacerbate MS, perhaps because of differential influences of visual pathways. Although these results were obtained with an optokinetic drum, possible effects of visual blurring in motion provocative environments such aircraft, watercraft, spacecraft, and land vehicles should be considered.

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Charles H. Mathers

University of Texas Medical Branch

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Geoffrey W. McCarthy

Aerospace Medical Association

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Giselle Moreno

Saint Peter's University

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James M. Vanderploeg

University of Texas Medical Branch

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Johnené L. Vardiman

University of Texas Medical Branch

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