F Caniard
Max Planck Society
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Publication
Featured researches published by F Caniard.
ieee virtual reality conference | 2005
Bernhard E. Riecke; J Schulte-Pelkum; F Caniard; Hh Bülthoff
Despite recent technological advances, convincing self-motion simulation in virtual reality (VR) is difficult to achieve, and users often suffer from motion sickness and/or disorientation in the simulated world. Instead of trying to simulate self-motions with physical realism (as is often done for, e.g., driving or flight simulators), we propose in this paper a perceptually oriented approach towards self-motion simulation. Following this paradigm, we performed a series of psychophysical experiments to determine essential visual, auditory, and vestibular/tactile parameters for an effective and perceptually convincing self-motion simulation. These studies are a first step towards our overall goal of achieving lean and elegant self-motion simulation in virtual reality (VR) without physically moving the observer. In a series of psychophysical experiments about the self-motion illusion (circular vection), we found that (i) vection as well as presence in the simulated environment is increased by a consistent, naturalistic visual scene when compared to a sliced, inconsistent version of the identical scene, (ii) barely noticeable marks on the projection screen can increase vection as well as presence in an unobtrusive manner, (iii) physical vibrations of the observers seat can enhance the vection illusion, and (iv) spatialized 3D audio cues embedded in the simulated environment increase the sensation of self-motion and presence. We conclude that providing consistent cues about self-motion to multiple sensory modalities can enhance vection, even if physical motion cues are absent. These results yield important implications for the design of lean and elegant self-motion simulators.
applied perception in graphics and visualization | 2011
F Caniard; Hh Bülthoff; Pascal Mamassian; Seong Whan Lee; Ian M. Thornton
When the sine-wave grating of a Gabor patch drifts to the left or right, the perceived position of the entire object is shifted in the direction of local motion. In the current paper, we explored whether active control of the physical position of the patch can overcome such motion induced illusory displacement. We created a simple computer game and asked participants to continuously guide a Gabor patch along a randomly curving path. When the grating inside the Gabor patch was stationary, participants could perform this task without error. When the grating drifted to either left or right, we observed systematic errors consistent with previous reports of motion-induced illusory displacement. Specifically, when the grating drifted to the right, participants adjusted the global position of the patch to the left of the target line, and when it drifted to the left, errors were to the right of the line. The magnitude of the errors was consistent with previously reported perceptual judgements for centrally presented items, and scaled systematically with the speed of local drift. Importantly, we found no evidence that participants could adapt or compensate for illusory displacement given active control of the target. The current findings could have important implications for interface design, suggesting that local dynamic components of a display could affect perception and action within the more global application environment.
Frontiers in Human Neuroscience | 2015
F Caniard; Hh Bülthoff; Ian M. Thornton
Local motion is known to produce strong illusory displacement in the perceived position of globally static objects. For example, if a dot-cloud or grating drifts to the left within a stationary aperture, the perceived position of the whole aperture will also be shifted to the left. Previously, we used a simple tracking task to demonstrate that active control over the global position of an object did not eliminate this form of illusion. Here, we used a new iPad task to directly compare the magnitude of illusory displacement under active and passive conditions. In the active condition, participants guided a drifting Gabor patch along a virtual slalom course by using the tilt control of an iPad. The task was to position the patch so that it entered each gate at the direct center, and we used the left/right deviations from that point as our dependent measure. In the passive condition, participants watched playback of standardized trajectories along the same course. We systematically varied deviation from midpoint at gate entry, and participants made 2AFC left/right judgments. We fitted cumulative normal functions to individual distributions and extracted the point of subjective equality (PSE) as our dependent measure. To our surprise, the magnitude of displacement was consistently larger under active than under passive conditions. Importantly, control conditions ruled out the possibility that such amplification results from lack of motor control or differences in global trajectories as performance estimates were equivalent in the two conditions in the absence of local motion. Our results suggest that the illusion penetrates multiple levels of the perception-action cycle, indicating that one important direction for the future of perceptual illusions may be to more fully explore their influence during active vision.
Eighth Annual International Workshop on Presence | 2005
Bernhard E. Riecke; J Schulte-Pelkum; F Caniard; Hh Bülthoff; M. Slater
applied perception in graphics and visualization | 2007
F Caniard; Roland W. Fleming
7th International Multisensory Research Forum (IMRF 2006) | 2006
Bernhard E. Riecke; F Caniard; J Schulte-Pelkum
Archive | 2005
Bernhard E. Riecke; J Schulte-Pelkum; F Caniard; Hh Bülthoff
10th Tübinger Wahrnehmungskonferenz (TWK 2007) | 2007
F Caniard; Roland W. Fleming
8th Tübingen Perception Conference (TWK 2005) | 2005
B Friedrich; F Caniard; A Chatziastros; Pascal Mamassian; Ian M. Thornton
28th European Conference on Visual Perception | 2005
B Friedrich; F Caniard; Ian M. Thornton; A Chatziastros; Pascal Mamassian