Print Email Facebook Twitter Frequency dependence of allowable differences in visual and vestibular motion cues in a simulator Title Frequency dependence of allowable differences in visual and vestibular motion cues in a simulator Author Wentink, M. Correia Grácio, B.J. Bles, W. TNO Defensie en Veiligheid Publication year 2009 Abstract In the real world in which we move around, inertial and visual motion are usually equal; what you see is what you feel. In a simulator, however, this is usually not the case. On the contrary, due to the relatively small motion space of even the largest simulators, the inertial motion cues must be filtered and scaled down considerably. Typically, inertial motion cues are high-pass filtered and scaled down by as much as fifty to seventy percent in a flight simulator. This does not necessarily mean that the motion simulation is unnatural or unconvincing, since certain differences between inertial and visual motion cannot be detected by the human perceptual system. Especially, when the visual scene has rich content with a lot of detail, high-contrast and a wide field-of-view. The maximum allowable difference between visual and inertial motion that goes undetected is defined as the visual-vestibular coherence zone. Knowledge of these coherence zones is very valuable for the development of effective simulator motion cueing. The results of the yaw motion perception experiment described in this paper provide strong indications that the coherence zone between visual and inertial yaw motion is not simply determined by a simple gain or threshold, but is frequency dependent. From a perception modeling point-of-view one can argue that the frequency dependency is related to the inverse dynamics of the semi-circular canals. The experimental findings support this argument, although further research is required to determine a more precise dynamic coherence zone and to test other degrees-of-freedom. Copyright © 2009 by Mark Wentink, TNO. Subject SimulationFrequency dependenceFrequency dependenciesFrequency dependentHigh contrastHigh-passHuman perceptual systemInertial motionsInverse dynamicsMotion simulationsMotion spacePerception ModelingSimulator motionVestibular motionVisual motionVisual sceneWide field-of-viewYaw motionsFlight simulatorsHigh pass filtersHuman computer interactionSimulatorsSpace simulators To reference this document use: http://resolver.tudelft.nl/uuid:7f0f1c99-8e3e-42e8-a45c-2aa22366e2af TNO identifier 425199 ISBN 9781563479786 Source AIAA Modeling and Simulation Technologies Conference, 10 August 2009 through 13 August 2009, Chicago, IL. Conference code: 81962 Article number No.: 2009-6248 Document type conference paper Files To receive the publication files, please send an e-mail request to TNO Library.