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Dive into the research topics where Jl Souman is active.

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Featured researches published by Jl Souman.


Current Biology | 2009

Walking Straight into Circles

Jl Souman; Ilja Frissen; Manish N. Sreenivasa; Marc O. Ernst

Common belief has it that people who get lost in unfamiliar terrain often end up walking in circles. Although uncorroborated by empirical data, this belief has widely permeated popular culture. Here, we tested the ability of humans to walk on a straight course through unfamiliar terrain in two different environments: a large forest area and the Sahara desert. Walking trajectories of several hours were captured via global positioning system, showing that participants repeatedly walked in circles when they could not see the sun. Conversely, when the sun was visible, participants sometimes veered from a straight course but did not walk in circles. We tested various explanations for this walking behavior by assessing the ability of people to maintain a fixed course while blindfolded. Under these conditions, participants walked in often surprisingly small circles (diameter < 20 m), though rarely in a systematic direction. These results rule out a general explanation in terms of biomechanical asymmetries or other general biases [1-6]. Instead, they suggest that veering from a straight course is the result of accumulating noise in the sensorimotor system, which, without an external directional reference to recalibrate the subjective straight ahead, may cause people to walk in circles.


Journal of Vision | 2008

Motion perception during sinusoidal smooth pursuit eye movements: signal latencies and non-linearities.

Jl Souman; Tom C. A. Freeman

Smooth pursuit eye movements add motion to the retinal image. To compensate, the visual system can combine estimates of pursuit velocity and retinal motion to recover motion with respect to the head. Little attention has been paid to the temporal characteristics of this compensation process. Here, we describe how the latency difference between the eye movement signal and the retinal signal can be measured for motion perception during sinusoidal pursuit. In two experiments, observers compared the peak velocity of a motion stimulus presented in pursuit and fixation intervals. Both the pursuit target and the motion stimulus moved with a sinusoidal profile. The phase and amplitude of the motion stimulus were varied systematically in different conditions, along with the amplitude of pursuit. The latency difference between the eye movement signal and the retinal signal was measured by fitting the standard linear model and a non-linear variant to the observed velocity matches. We found that the eye movement signal lagged the retinal signal by a small amount. The non-linear model fitted the velocity matches better than the linear one and this difference increased with pursuit amplitude. The results support previous claims that the visual system estimates eye movement velocity and retinal velocity in a non-linear fashion and that the latency difference between the two signals is small.


tests and proofs | 2011

CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments

Jl Souman; P Robuffo Giordano; M. Schwaiger; Ilja Frissen; T. Thümmel; H. Ulbrich; A. De Luca; Hh Bülthoff; Marc O. Ernst

Despite many recent developments in virtual reality, an effective locomotion interface which allows for normal walking through large virtual environments was until recently still lacking. Here, we describe the new CyberWalk omnidirectional treadmill system, which makes it possible for users to walk endlessly in any direction, while never leaving the confines of the limited walking surface. The treadmill system improves on previous designs, both in its mechanical features and in the control system employed to keep users close to the center of the treadmill. As a result, users are able to start walking, vary their walking speed and direction, and stop walking as they would on a normal, stationary surface. The treadmill system was validated in two experiments, in which both the walking behavior and the performance in a basic spatial updating task were compared to that during normal overground walking. The results suggest that walking on the CyberWalk treadmill is very close to normal walking, especially after some initial familiarization. Moreover, we did not find a detrimental effect of treadmill walking in the spatial updating task. The CyberWalk system constitutes a significant step forward to bringing the real world into the laboratory or workplace.


tests and proofs | 2010

Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm

Jl Souman; Paolo Robuffo Giordano; Ilja Frissen; Alessandro De Luca; Marc O. Ernst

For us humans, walking is our most natural way of moving through the world. One of the major challenges in present research on navigation in virtual reality is to enable users to physically walk through virtual environments. Although treadmills, in principle, allow users to walk for extended periods of time through large virtual environments, existing setups largely fail to produce a truly immersive sense of navigation. Partially, this is because of inadequate control of treadmill speed as a function of walking behavior. Here, we present a new control algorithm that allows users to walk naturally on a treadmill, including starting to walk from standstill, stopping, and varying walking speed. The treadmill speed control consists of a feedback loop based on the measured user position relative to a given reference position, plus a feed-forward term based on online estimation of the users walking velocity. The purpose of this design is to make the treadmill compensate fully for any persistent walker motion, while keeping the accelerations exerted on the user as low as possible. We evaluated the performance of the algorithm by conducting a behavioral experiment in which we varied its most important parameters. Participants walked at normal walking speed and then, on an auditory cue, abruptly stopped. After being brought back to the center of the treadmill by the control algorithm, they rated how smoothly the treadmill had changed its velocity in response to the change in walking speed. Ratings, in general, were quite high, indicating good control performance. Moreover, ratings clearly depended on the control algorithm parameters that were varied. Ratings were especially affected by the way the treadmill reversed its direction of motion. In conclusion, controlling treadmill speed in such a way that changes in treadmill speed are unobtrusive and do not disturb VR immersiveness is feasible on a normal treadmill with a straightforward control algorithm.


Experimental Brain Research | 2011

Integration of vestibular and proprioceptive signals for spatial updating

Ilja Frissen; Jennifer L. Campos; Jl Souman; Marc O. Ernst

Spatial updating during self-motion typically involves the appropriate integration of both visual and non-visual cues, including vestibular and proprioceptive information. Here, we investigated how human observers combine these two non-visual cues during full-stride curvilinear walking. To obtain a continuous, real-time estimate of perceived position, observers were asked to continuously point toward a previously viewed target in the absence of vision. They did so while moving on a large circular treadmill under various movement conditions. Two conditions were designed to evaluate spatial updating when information was largely limited to either proprioceptive information (walking in place) or vestibular information (passive movement). A third condition evaluated updating when both sources of information were available (walking through space) and were either congruent or in conflict. During both the passive movement condition and while walking through space, the pattern of pointing behavior demonstrated evidence of accurate egocentric updating. In contrast, when walking in place, perceived self-motion was underestimated and participants always adjusted the pointer at a constant rate, irrespective of changes in the rate at which the participant moved relative to the target. The results are discussed in relation to the maximum likelihood estimation model of sensory integration. They show that when the two cues were congruent, estimates were combined, such that the variance of the adjustments was generally reduced. Results also suggest that when conflicts were introduced between the vestibular and proprioceptive cues, spatial updating was based on a weighted average of the two inputs.


ieee virtual reality conference | 2011

Velocity-dependent dynamic curvature gain for redirected walking

Christian T. Neth; Jl Souman; David Engel; Uwe Kloos; Hh Bülthoff; Betty J. Mohler

The aim of Redirected Walking (RDW) is to redirect a person along their path of travel in a Virtual Environment (VE) in order to increase the virtual space that can be explored in a given tracked area. Among other techniques, the user is redirected on a curved real-world path while visually walking straight in the VE (curvature gain). In this paper, we describe two experiments we conducted to test and extend RDW techniques. In Experiment 1, we measured the effect of walking speed on the detection threshold for curvature of the walking path. In a head-mounted display (HMD) VE, we found a decreased sensitivity for curvature for the slowest walking speed. When participants walked at 0.75 m/s, their detection threshold was approximately 0.1m−1 (radius of approximately 10m). In contrast, for faster walking speeds (>1.0m/s), we found a significantly lower detection threshold of approximately 0.036m−1 (radius of approximately 27m). In Experiment 2, we implemented many well known redirection techniques into one dynamic RDW application. We integrated a large virtual city model and investigated RDW for free exploration. Further, we implemented a dynamic RDW controller which made use of the results from Experiment 1 by dynamically adjusting the applied curvature gain depending on the actual walking velocity of the user. In addition, we investigated the possible role of avatars to slow the users down or make them rotate their heads while exploring. Both the dynamic curvature gain controller and the avatar controller were evaluated in Experiment 2. We measured the average distance that was walked before reaching the boundaries of the tracked area. The mean walked distance was significantly larger in the condition where the dynamic gain controller was applied. This distance increased from approximately 15m for static gains to approximately 22m for dynamic gains. This did not come at the cost of an increase in simulator sickness. Applying the avatar controller did reveal an effect on walking distance or simulator sickness.


Experimental Brain Research | 2005

Perceived motion direction during smooth pursuit eye movements

Jl Souman; Ignace T. C. Hooge; Alexander H. Wertheim

Although many studies have been devoted to motion perception during smooth pursuit eye movements, relatively little attention has been paid to the question of whether the compensation for the effects of these eye movements is the same across different stimulus directions. The few studies that have addressed this issue provide conflicting conclusions. We measured the perceived motion direction of a stimulus dot during horizontal ocular pursuit for stimulus directions spanning the entire range of 360°. The stimulus moved at either 3 or 8°/s. Constancy of the degree of compensation was assessed by fitting the classical linear model of motion perception during pursuit. According to this model, the perceived velocity is the result of adding an eye movement signal that estimates the eye velocity to the retinal signal that estimates the retinal image velocity for a given stimulus object. The perceived direction depends on the gain ratio of the two signals, which is assumed to be constant across stimulus directions. The model provided a good fit to the data, suggesting that compensation is indeed constant across stimulus direction. Moreover, the gain ratio was lower for the higher stimulus speed, explaining differences in results in the literature.


Vision Research | 2005

Vertical object motion during horizontal ocular pursuit: compensation for eye movements increases with presentation duration

Jl Souman; Ignace T. C. Hooge; Alexander H. Wertheim

Smooth pursuit eye movements change the retinal image motion of objects in the visual field. To enable an observer to perceive the motion of these objects veridically, the visual system has to compensate for the effects of the eye movements. The occurrence of the Filehne-illusion (illusory motion of a stationary object during smooth pursuit) shows that this compensation is not always perfect. The amplitude of the illusion appears to decrease with increasing presentation durations of the stationary object. In this study we investigated whether presentation duration has the same effect when an observer views a vertically moving object during horizontal pursuit. In this case, the pursuit eye movements cause the perceived motion path to be oblique instead of vertical; this error in perceived motion direction should decrease with higher presentation durations. In Experiment 1, we found that the error in perceived motion direction indeed decreased with increasing presentation duration, especially for higher pursuit velocities. The results of Experiment 2 showed that the error in perceived motion direction did not depend on the moment during pursuit at which the stimulus was presented, suggesting that the degree of compensation for eye movements is constant throughout pursuit. The results suggest that longer presentation durations cause the eye movement signal that is used by the visual system to increase more than the retinal signal.


Journal of Computational Neuroscience | 2006

Frame of reference transformations in motion perception during smooth pursuit eye movements.

Jl Souman; Ignace T. C. Hooge; Alexander H. Wertheim

Smooth pursuit eye movements change the retinal image velocity of objects in the visual field. In order to change from a retinocentric frame of reference into a head-centric one, the visual system has to take the eye movements into account. Studies on motion perception during smooth pursuit eye movements have measured either perceived speed or perceived direction during smooth pursuit to investigate this frame of reference transformation, but never both at the same time. We devised a new velocity matching task, in which participants matched both perceived speed and direction during fixation to that during pursuit. In Experiment 1, the velocity matches were determined for a range of stimulus directions, with the head-centric stimulus speed kept constant. In Experiment 2, the retinal stimulus speed was kept approximately constant, with the same range of stimulus directions. In both experiments, the velocity matches for all directions were shifted against the pursuit direction, suggesting an incomplete transformation of the frame of reference. The degree of compensation was approximately constant across stimulus direction. We fitted the classical linear model, the model of Turano and Massof (2001) and that of Freeman (2001) to the velocity matches. The model of Turano and Massof fitted the velocity matches best, but the differences between de model fits were quite small. Evaluation of the models and comparison to a few alternatives suggests that further specification of the potential effect of retinal image characteristics on the eye movement signal is needed.


IEEE Transactions on Visualization and Computer Graphics | 2012

Velocity-Dependent Dynamic Curvature Gain for Redirected Walking

Christian T. Neth; Jl Souman; David Engel; Uwe Kloos; Hh Bülthoff; Betty J. Mohler

The aim of Redirected Walking (RDW) is to redirect a person along their path of travel in a Virtual Environment (VE) in order to increase the virtual space that can be explored in a given tracked area. Among other techniques, the user is redirected on a curved real-world path while visually walking straight in the VE (curvature gain). In this paper, we describe two experiments we conducted to test and extend RDW techniques. In Experiment 1, we measured the effect of walking speed on the detection threshold for curvature of the walking path. In a head-mounted display (HMD) VE, we found a decreased sensitivity for curvature for the slowest walking speed. When participants walked at 0.75 m/s, their detection threshold was approximately 0.1m−1 (radius of approximately 10m). In contrast, for faster walking speeds (>1.0m/s), we found a significantly lower detection threshold of approximately 0.036m−1 (radius of approximately 27m). In Experiment 2, we implemented many well known redirection techniques into one dynamic RDW application. We integrated a large virtual city model and investigated RDW for free exploration. Further, we implemented a dynamic RDW controller which made use of the results from Experiment 1 by dynamically adjusting the applied curvature gain depending on the actual walking velocity of the user. In addition, we investigated the possible role of avatars to slow the users down or make them rotate their heads while exploring. Both the dynamic curvature gain controller and the avatar controller were evaluated in Experiment 2. We measured the average distance that was walked before reaching the boundaries of the tracked area. The mean walked distance was significantly larger in the condition where the dynamic gain controller was applied. This distance increased from approximately 15m for static gains to approximately 22m for dynamic gains. This did not come at the cost of an increase in simulator sickness. Applying the avatar controller did reveal an effect on walking distance or simulator sickness.

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Uwe Kloos

Reutlingen University

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