ORCID Profile
0000-0002-0902-5752
Current Organisation
Deakin University - Geelong Campus at Waurn Ponds
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Publisher: Center for Open Science
Date: 31-05-2022
Abstract: In the absence of physical motion, people sometimes experience the illusory sensation of self-motion which is known as vection. Vection and presence are positively related and vection research could contribute to the improvement of the fidelity of motion simulators. However, when utilizing Virtual Reality technology for motion simulators, visually-induced motion sickness (VIMS) in the form of Cybersickness (CS) sometimes co-occurs when one experiences vection. However, the relationship between vection and CS is not evident as, to the best of our knowledge, past research mainly investigated the relationship between the vection and CS with environments with a certain level of ecological relevance. Herein we aimed to investigate whether CS negatively affects the relationship between vection and presence across different virtual environments with varying levels of ecological relevance. We immersed twenty-nine participants visually and audibly in virtual environments and after each trial, participants reported their vection intensity, CS and presence. Our results showed that the relationship between vection intensity and presence was unaffected by CS. We conclude that the relationship between vection and presence is unaffected by CS with low levels of discomfort.
Publisher: The Royal Society
Date: 04-2023
DOI: 10.1098/RSOS.221622
Abstract: The feeling of self-movement that occurs in the absence of physical motion is often referred to as vection, which is commonly exemplified using the train illusion analogy (TIA). Limited research exists on whether the TIA accurately exemplifies the experience of vection in virtual environments (VEs). Few studies complemented their vection research with participants' qualitative feedback or by recording physiological responses, and most studies used stimuli that contextually differed from the TIA. We investigated whether vection is experienced differently in a VE replicating the TIA compared to a VE depicting optic flow by recording subjective and physiological responses. Additionally, we explored participants' experience through an open question survey. We expected the TIA environment to induce enhanced vection compared to the optic flow environment. Twenty-nine participants were visually and audibly immersed in VEs that either depicted optic flow or replicated the TIA. Results showed optic flow elicited more compelling vection than the TIA environment and no consistent physiological correlates to vection were identified. The post-experiment survey revealed discrepancies between participants' quantitative and qualitative feedback. Although the dynamic content may outweigh the ecological relevance of the stimuli, it was concluded that more qualitative research is needed to understand participants' vection experience in VEs.
Publisher: Hindawi Limited
Date: 08-09-2023
DOI: 10.1155/2023/2118553
Publisher: Center for Open Science
Date: 05-2022
Abstract: Vection is commonly defined as the illusory sensation of self-motion. Research on vection can assist in improving the fidelity of motion simulators. Vection can be influenced through top-down factors, such as attention, but previous research on the effect of a secondary task on vection presented conflicting findings. We investigated the effect of a visual discrimination reaction time task on vection. Twenty-nine participants were visually and audibly immersed in virtual environments with different levels of ecological relevance wherein they used a joystick to continuously report on their vection experience. In contrast to previous research, our results showed no significant effect of a secondary task on vection measures nor an effect of sensory cues and environment context on secondary task performance. We conclude that vection can unaffectedly be reported on whilst performing a simple secondary task.
Publisher: IEEE
Date: 17-10-2021
Publisher: Center for Open Science
Date: 31-03-2022
Abstract: The sensation of self-motion in the absence of physical motion, known as vection, has been scientifically investigated for several decades. As reliable, objective measures of vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can be broadly categorized into quantitative (e.g., intensity rating scales, magnitude estimation), chronometrical (e.g., onset time/latency, duration), or indirect (e.g., distance travelled) measures. The present review provides an overview and critical evaluation of the most utilized vection measures to date and assesses their respective merit. Furthermore, recommendations for the selection of the most appropriate vection measures will be provided to assist with the process of vection research and to help improving the comparability of research findings across different vection studies.
Publisher: JMIR Publications Inc.
Date: 03-07-2023
Abstract: europsychological assessments have traditionally focused on executive functioning (EF) due to the significant role it plays in everyday life and its association with a variety of mental disorders. Although traditional assessment methods of EF are well established, they lack ecological validity and are limited to evaluating a single cognitive process. While these traditional EF assessment tools may be appropriate for clinical populations, they provide less information about EF in healthy in iduals. Recognizing these limitations, there has been a growing interest in Virtual Reality (VR)-based assessments of EF due to their potential to increase test sensitivity, ecological validity, and accessibility to neuropsychological assessment. his systematic review aims to explore the literature on VR assessments of EF. Specifically, we intended to identify: (1) the EF components being assessed, (2) how these assessments are validated, and (3) the monitoring strategies for potential adverse (cybersickness) and beneficial (immersion) effects. BSCOHost, Scopus, and Web of Science (WoS) were searched using keywords that reflected the main themes of Virtual Reality, Neuropsychological Tests and Executive Function. The search retrieved 555 unique articles, of which 19 met the inclusion criteria. Articles had to be an English written peer-reviewed manuscript published after 2013 that detailed an empirical, clinical or proof of concept study where a virtual environment using a head-mounted display was employed to assess EF in an adult population. he reviewed articles comprised a range of EF constructs, including inhibitory control, cognitive flexibility, working memory, planning, and attention. Although VR paradigms were typically validated against gold-standard traditional tasks, some studies did not report a-priori planned correlations, others did not detail the target EF constructs to be assessed by the VR paradigm, and there was often incomplete reporting of results. Further, cybersickness was assessed by only four of the 19 studies. he authors propose several recommendations to improve the theory and practice of VR assessments of EF. A key conclusion is the critical need to address the methodological and psychometric properties during the development of these assessments to ensure their validity and reliability. Furthermore, we suggest an increased focus on potential adverse effects such as cybersickness. Future research should consider the integration of biosensors into VR systems, and the potential of VR in assessing spatial navigation. While VR assessments show promising potential, their adoption must be systematic and validated to ensure their utility in real-world applications.
Publisher: Elsevier BV
Date: 04-2021
Publisher: Center for Open Science
Date: 18-12-2022
Abstract: The feeling of self-movement that occurs in the absence of physical motion is often referred to as vection, which is commonly exemplified using the train illusion analogy (TIA). Limited research exists on whether the TIA accurately exemplifies the experience of vection in virtual environments (VEs). Few studies complemented their vection research with participants’ qualitative feedback or by recording physiological responses, and most studies used stimuli that contextually differed from the TIA. We investigated whether vection is experienced differently in a VE replicating the TIA compared to a VE depicting optic flow by recording subjective and physiological responses. Additionally, we explored participants’ experience through an open question survey. We expected the TIA environment to induce enhanced vection compared to the optic flow environment. Twenty-nine participants were visually and audibly immersed in VEs that either depicted optic flow or replicated the TIA. Results showed optic flow elicited more compelling vection than the TIA environment and no consistent physiological correlates to vection were identified. The post-experiment survey revealed discrepancies between participants’ quantitative and qualitative feedback. Although the dynamic content may outweigh the ecological relevance of the stimuli, it was concluded that more qualitative research is needed to understand participants’ vection experience in VEs.
Publisher: Center for Open Science
Date: 05-2022
Abstract: The illusory sensation of self-motion is defined as vection. Vection research can help enhance Virtual Reality applications and improve simulator fidelity as vection appears to be a desired sensation in motion simulators. The experience of vection can be modulated by cognitive factors and potentially personal traits, such as the vividness of imagination. Previous research investigating the relationship between auditory vection and kinesthetic imagery presented conflicting findings. However, the relationship between visually-induced vection and imagination has not been investigated. Herein we investigated the relationship between kinesthetic imagery and unimodal visual and bimodal visuo-auditory vection. Twenty-nine participants were visually and audibly immersed in virtual environments with varying degrees of ecological relevance wherein they reported on their vection experience. No differences were found for vection intensity and latency measures between participants with high and low kinesthetic imagery. We conclude that imagery does not appear to play a role in the experience of visually-induced vection.
Publisher: Elsevier BV
Date: 07-2021
Publisher: Hindawi Limited
Date: 27-04-2021
DOI: 10.1155/2021/5573560
Abstract: Automated vehicles (AVs) are able to detect pedestrians reliably but still have difficulty in predicting pedestrians’ intentions from their implicit body language. This study examined the effects of using explicit hand gestures and receptive external human-machine interfaces (eHMIs) in the interaction between pedestrians and AVs. Twenty-six participants interacted with AVs in a virtual environment while wearing a head-mounted display. The participants’ movements in the virtual environment were visualized using a motion-tracking suit. The first independent variable was the participants’ opportunity to use a hand gesture to increase the probability that the AV would stop for them. The second independent variable was the AV’s response “I SEE YOU,” displayed on an eHMI when the vehicle yielded. Accordingly, one-way communication (gesture or eHMI) and two-way communication (gesture and eHMI combined) were investigated. The results showed that the participants decided to use hand gestures in 70% of the trials. Furthermore, the eHMI improved the predictability of the AV’s behavior compared to no eHMI, as inferred from self-reports and hand-use behavior. A postexperiment questionnaire indicated that two-way communication was the most preferred condition and that the eHMI alone was more preferred than the gesture alone. The results further indicate limitations of hand gestures regarding false-positive detection and confusion if the AV decides not to yield. It is concluded that bidirectional human-robot communication has considerable potential.
Publisher: ACM
Date: 17-09-2022
Publisher: IEEE
Date: 28-07-2022
Publisher: Springer Science and Business Media LLC
Date: 27-06-2023
DOI: 10.3758/S13428-023-02148-8
Abstract: The sensation of self-motion in the absence of physical motion, known as vection , has been scientifically investigated for over a century. As objective measures of, or physiological correlates to, vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can be broadly categorized into the occurrence of vection (e.g., binary choice yes/no), temporal characteristics of vection (e.g., onset time/latency, duration), the quality of the vection experience (e.g., intensity rating scales, magnitude estimation), or indirect (e.g., distance travelled) measures. The present review provides an overview and critical evaluation of the most utilized vection measures to date and assesses their respective merit. Furthermore, recommendations for the selection of the most appropriate vection measures will be provided to assist with the process of vection research and to help improve the comparability of research findings across different vection studies.
Publisher: Springer Science and Business Media LLC
Date: 17-12-2022
DOI: 10.3758/S13414-021-02400-3
Abstract: Vection is classically defined as the illusory perception of self-motion induced via visual stimuli. The utility of vection research lies in its potential to enhance simulation fidelity, as measured through presence, and reduce the probability that motion sickness symptoms occur. Studies have shown a multimodal interaction of various sensory systems in facilitating vection, and the utility of co-stimulating some of these sensory systems along with the presentation of visual stimuli have been reviewed. However, a review on the use of tactile stimulation in vection research appears to be missing from literature. The purpose of this review was to evaluate the current methodologies, and outcomes, of tactile stimulation in vection research. We searched for articles through EBSCOHost, Scopus and Web of Science. Studies were included only if they detailed an experiment on the effect of tactile stimulation on vection. Twenty-four studies were obtained and distilled in tabular form. Eighteen studies contained sufficient information to be included in a meta-analysis. We identified that tactile stimulation has mostly been applied in the form of vibrational stimulation to the feet. Furthermore, tactile stimulation is most effective when it is presented in a temporally congruent manner to other sensory cues, whereas tactile stimulation as a unisensory stimulus does not appear to be effective in eliciting vection. We discuss the need for more qualitative research to reduce methodological inhomogeneities and recommend future research in tactile-mediated vection to investigate stimulation to the torso and investigate the use of forces as a tactile stimulus.
Publisher: Elsevier BV
Date: 09-2021
Publisher: MDPI AG
Date: 06-12-2019
DOI: 10.3390/INFO10120386
Abstract: In future trac, automated vehicles may be equipped with external human-machine interfaces (eHMIs) that can communicate with pedestrians. Previous research suggests that, during first encounters, pedestrians regard text-based eHMIs as clearer than light-based eHMIs. However, in much of the previous research, pedestrians were asked to imagine crossing the road, and unable or not allowed to do so. We investigated the effects of eHMIs on participants’ crossing behavior. Twenty-four participants were immersed in a virtual urban environment using a head-mounted display coupled to a motion-tracking suit. We manipulated the approaching vehicles’ behavior (yielding, nonyielding) and eHMI type (None, Text, Front Brake Lights). Participants could cross the road whenever they felt safe enough to do so. The results showed that forward walking velocities, as recorded at the pelvis, were, on average, higher when an eHMI was present compared to no eHMI if the vehicle yielded. In nonyielding conditions, participants showed a slight forward motion and refrained from crossing. An analysis of participants’ thorax angle indicated rotation towards the approaching vehicles and subsequent rotation towards the crossing path. It is concluded that results obtained via a setup in which participants can cross the road are similar to results from survey studies, with eHMIs yielding a higher crossing intention compared to no eHMI. The motion suit allows investigating pedestrian behaviors related to bodily attention and hesitation.
Publisher: IEEE
Date: 09-10-2022
Publisher: Elsevier BV
Date: 03-2021
Publisher: IEEE
Date: 09-10-2022
Publisher: Center for Open Science
Date: 13-07-2023
Abstract: The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. Additionally, little evidence exists on the influence of prior gaming experience on vection. It was hypothesized that 1) neck vibrations would enhance vection and presence, 2) CS to negatively impact the relationship between presence and vection, and 3) avid gamers to experience more vection. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium negative effect of vibrations on vection quality was found. Presence and vection quality were positively related, and CS did not appear to affect this relationship. Participants with more gaming experience appeared to experience less vection. It is concluded that 1) adding a vibrational cue during an ongoing experimental trial could degrade participants’ vection and presence, 2) CS at low levels of discomfort does not appear to affect the relationship between presence and vection, and 3) more research is needed on the influence of gamer type on the genesis of vection.
Location: Australia
No related grants have been discovered for Lars Kooijman.