A Psychophysical Examination of Swinging Rooms, Cylindrical Virtual
Reality Setups, and Characteristic Trajectories
Douglas W. Cunningham
*
Hans-G¨ unther Nusseck
†
Harald Teufel
‡
Christian Wallraven
§
Heinrich H. B¨ ulthoff
¶
Max Planck Institute for Biological Cybernetics
T¨ ubingen, Germany
Figure 1: A 3D depiction of the Virtual Reality setup used in the experiments.
ABSTRACT
Virtual Reality (VR) is increasingly being used in industry,
medicine, entertainment, education, and research. It is generally
critical that the VR setups produce behavior that closely resembles
real world behavior. One part of any task is the ability to con-
trol our posture. Since postural control is well studied in the real
world and is known to be strongly influenced by visual informa-
tion, it is an ideal metric for examining the behavioral fidelity of
VR setups. Moreover, VR-based experiments on postural control
can provide fundamental new insights into human perception and
cognition. Here, we employ the “swinging room paradigm” to vali-
date a specific VR setup. Furthermore, we systematically examined
a larger range of room oscillations than previously studied in any
single setup. We also introduce several new methods and analyses
that were specifically designed to optimize the detection of syn-
chronous swinging between the observer and the virtual room. The
results show that the VR setup has a very high behavioral fidelity
and that increases in swinging room amplitude continue to produce
increases in body sway even at very large room displacements (+/-
80 cm). Finally, the combination of new methods proved to be a
very robust, reliable, and sensitive way of measuring body sway.
*
e-mail:douglas.cunningham@tuebingen.mpg.de
†
e-mail:hg.nusseck@tuebingen.mpg.de
‡
e-mail:harald.teufel@tuebingen.mpg.de
§
e-mail:christian.wallraven@tuebingen.mpg.de
¶
e-mail:heinrich.buelthoff@tuebingen.mpg.de
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Virtual Reality; J.4 [Social and Behavioral
Sciences]: Psychology—;
Keywords: applied perception, postural stability, swinging room,
human-computer interface, computer graphics,
1 I NTRODUCTION
Virtual Reality is increasingly being used to train individuals for
real world tasks, to rehabilitate patients, and to learn more about
human perception and performance [7, 13, 19]. For these applica-
tions, it is critical that the fidelity of the Virtual Reality (VR) setup,
including the Virtual Environment (VE), be high enough to pro-
duce behavior similar to that found in the real world. A number
of researchers have recently shown that traditional psychophysical
methodology can be successfully used to measure the behavioral
and perceptual fidelity of computer graphics algorithms (see, e.g.,
[1, 13, 14, 17]). These experiments not only provide information
about the strengths and weaknesses of the computer graphics al-
gorithms, they also provide fundamental new insights into human
perception and cognition.
An important, and often overlooked, prerequisite for any task,
especially in an interactive application in VR, is that we must first
be able to attain and then maintain the particular pose required by
the task. If a VR setup does not support or elicit normal postural
control, it is very doubtful that it can support higher-order phenom-
ena such as immersion or proper spatial orientation.
Although at first glance postural control seems to be an easy task,
it is in fact a very complex process. The complexity of postural
control can easily be seen, for example, by observing a child who
is just learning to stand upright[19]. More concretely, postural con-
111
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Proceedings of the IEEE Virtual Reality Conference (VR’06)
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