4 / Perception and theoretical foundations4.1 Definitions and models

4

Perception and theoretical foundations

The mechanisms behind immersive experience

Étienne Peillard
IMT Atlantique

4 / Perception and theoretical foundations4.1 Definitions and models

Course outline

Definitions and models

4.1

Spatial perception

4.2

Multisensory perception

4.3

Sensorimotor coupling

4.4

Perceptual illusions

4.5

4 / Perception and theoretical foundationsPart 1 of 5

4.1

Definitions and models

4 / Perception and theoretical foundations4.1 Definitions and models

“Virtual reality”: what do the words mean?

An English expression, several readings in French

Virtual · English

In effect · almost · functioning as such

Virtuel · philosophy

Potential rather than actual — also a French meaning

An apparent oxymoron

If virtuel is read as unreal, the French expression réalité virtuelle sounds contradictory

For VR: a simulated environment that functions as a reality for perception and action.

4 / Perception and theoretical foundations4.1 Definitions and models

A name that was not self-evident

Several terms coexisted, each emphasising a different aspect.

Réalité artificielle

Artificial reality: a constructed environment

Réalité vicariante

A proposed French alternative: a substitute that functions as reality

Réalité de synthèse

Computer synthesis: the French official term published in 2007

Réalité virtuelle became the established French usage, despite terminological reservations.

4 / Perception and theoretical foundations4.1 Definitions and models

Several definitions, several viewpoints

Purpose

The human activity to support

Function

Changing place, time or possible action

Technique

Simulation and behavioural interfaces

Interface

How the person relates to the world

Relationship with reality

What simulation makes us notice

Perception

How the user interprets the experience

4 / Perception and theoretical foundations4.1 Definitions and models

Defining virtual reality by its purpose

The purpose of virtual reality is to enable a person (or several people) to carry out sensorimotor and cognitive activity in an artificial, digitally created world, which may be imaginary, symbolic, or a simulation of certain aspects of the real world.

Burkhardt and Fuchs · 2006

ViewpointHuman activity

4 / Perception and theoretical foundations4.1 Definitions and models

A functional definition

Virtual reality will allow the user to extract himself from the physical reality in order to virtually change the time, place and/or type of interaction: interaction with an environment simulating reality or interaction with an imaginary or symbolic world.

Fuchs, Moreau and Guitton · 2011

ViewpointChanging the frame of possible activity

4 / Perception and theoretical foundations4.1 Definitions and models

A technical definition

Virtual Reality is a technical and scientific area making use of computer science and behavioral interfaces in order to simulate 3D entities behavior in a virtual world that interact in real time among themselves and with the user in pseudonatural immersion through sensory-motor channels.

Fuchs, Moreau and Guitton · 2011

ViewpointSimulation, interfaces and real time

4 / Perception and theoretical foundations4.1 Definitions and models

Defining the interface relationship

The substitution of the interface between a person and the physical environment with an interface to a simulated environment.

Jaron Lanier

ViewpointMediating the person–world relationship

4 / Perception and theoretical foundations4.1 Definitions and models

Defining a relationship with reality

A coarser, simulated reality fosters appreciation of the depth of physical reality in comparison. As VR progresses in the future, human perception will be nurtured by it and will learn to find ever more depth in physical reality.

Jaron Lanier

ViewpointReflecting on the experience of reality

4 / Perception and theoretical foundations4.1 Definitions and models

Defining the role of perception

Technology that rallies the brain to fill in the blanks and cover over the mistakes of a simulator, in order to make a simulated reality seem better than it ought to.

Jaron Lanier

ViewpointThe user contributes to the experience

4 / Perception and theoretical foundations4.1 Definitions and models

Virtual reality and LSD: a shared world

… VR users can share a world objectively, even if it is fantastical, while LSD users cannot.

Jaron Lanier · Dawn of the New Everything (2017)

ViewpointExperiencing a common world

4 / Perception and theoretical foundations4.1 Definitions and models

The I²: immersion and interaction

I² denotes the immersion–interaction pair

Immersion: perceiving the virtual world

The device engages the senses and lets the user appropriate a new perceptual space. Example: turning the head to explore the scene.

Interaction: acting in the virtual world

The user acts and perceives the consequences of their actions in real time. Example: grasping a part and seeing it follow the hand’s movement.

In 3I², this pair applies at three levels: sensorimotor, cognitive and functional.

4 / Perception and theoretical foundations4.1 Definitions and models

The 3I² reference model

3 levels × (Immersion + Interaction)

USERVIRTUAL WORLD / SYSTEMFunctionalWhat activity? Why?Activities to accomplish in the virtual worldObserve · Move · Act on objects · CommunicateCognitiveWhich action logic?Acquired action schemasor learned metaphorsSimulated behavioursand behavioural software aidsMeaningSensorimotorWhich interfaces?Senses and motor responsesPerception–action couplingSensory and motor interfacesReal-time softwareActionsFeedback

Design from the activity; check that all three levels work together.

4 / Perception and theoretical foundations4.1 Definitions and models

3I² in practice: grasping a part

One assembly task, three linked design questions

USERVIRTUAL WORLD / SYSTEMFunctionalWhat activity? Why?Practise assembling partsObserve the target · Grasp · Position the partCognitiveWhich action logic?A grasping action schema“I take and place the part”Grasp and placement rulesAid: snapping near the targetMeaningSensorimotorWhich interfaces?Hand movement + pinchSee the part follow the handHand tracking + headsetLow-latency scene updatesActionsFeedback

Too much latency → difficult grasping → the assembly task is compromised.

4 / Perception and theoretical foundations4.1 Definitions and models

Fidelity depends on the task

Physical fidelity

How stimulation matches the target situation

Functional fidelity

Whether the relevant actions are possible

Psychological fidelity

Whether the relevant responses occur

4 / Perception and theoretical foundationsPart 2 of 5

4.2

Spatial perception

4 / Perception and theoretical foundations4.2 Spatial perception

Spatial perception: the route through this section

Which information helps us perceive depth, distance and scale?

1. Monocular image cues

Occlusion · perspective · texture · size and height · shadows

2. Binocular disparity

Differences between the two eyes’ views

3. Motion parallax

Relative image motion as the viewpoint moves

4. Vergence and accommodation

Eye alignment and optical focus

5. Perceived distance and scale

Putting the cues in context: viewpoint height, familiar size and field of view

4 / Perception and theoretical foundations4.2 Spatial perception

Monocular depth cues

Occlusion

Which surface hides another?

Perspective and texture

How patterns change with depth

Size and height

Objects relative to familiar references

Shadows

Evidence about contact and position

Perspective
Perspective
Texture gradient
Texture gradient
A pictorial depth example
A pictorial depth example
A pictorial depth example
A pictorial depth example
4 / Perception and theoretical foundations4.2 Spatial perception

Binocular disparity

Two viewpoints

The eyes occupy different positions

Two projections

A feature falls at different retinal positions

Depth interpretation

Disparity contributes to perceived distance

Left eyeRight eyeVirtual objectDisplay planeDisparity
4 / Perception and theoretical foundations4.2 Spatial perception

Motion parallax

Two fixed objects · head translation without rotation

Fixed scene · top viewWhat the observer seesFar objectNear objectHead: position 1Head: position 2Head moves to the rightFrom 1From 2Apparent displacementNearLargerFarSmaller

In VR, rendering must follow head position to reproduce this depth cue.

4 / Perception and theoretical foundations4.2 Spatial perception

The viewpoint follows head movements

Johnny Lee · 21 December 2007

4 / Perception and theoretical foundations4.2 Spatial perception

Vergence and accommodation

Vergence

Aligning both eyes on a target

Accommodation

Focusing the eye’s optics

Conventional stereo displays

These demands can differ

Vergence and accommodation geometry
Vergence and accommodation geometry
4 / Perception and theoretical foundations4.2 Spatial perception

Perceived distance and scale

Viewpoint height

A reference for the scene

Familiar size

A cue to object dimensions

Available field of view

Changes the visible spatial context

4 / Perception and theoretical foundationsPart 3 of 5

4.3

Multisensory perception

4 / Perception and theoretical foundations4.3 Multisensory perception

Sensory channels and information

Exteroception

Signals about the surrounding world

Proprioception

Position and movement of the body

Interoception

Signals from inside the body

Vestibular information

Head motion and orientation to gravity

4 / Perception and theoretical foundations4.3 Multisensory perception

Spatial hearing

Localisation

Direction and distance cues

Material and event

What happened, and to what?

Attention

A signal outside the current view

Spatial sound localisation
Spatial sound localisation
4 / Perception and theoretical foundations4.3 Multisensory perception

Touch and active exploration

Cutaneous information

Pressure, vibration and texture

Kinesthetic information

Movement, forces and resistance

Active exploration

Touch combined with movement

Contact with an actively explored virtual surface
Contact with an actively explored virtual surface
4 / Perception and theoretical foundations4.3 Multisensory perception

Whole-body feedback: a moving walking surface

4 / Perception and theoretical foundations4.3 Multisensory perception

Whole-body feedback: the Virtusphere

4 / Perception and theoretical foundations4.3 Multisensory perception

Whole-body feedback: a movable support surface

4 / Perception and theoretical foundations4.3 Multisensory perception

The vestibular system

Semicircular canals

Angular acceleration

Otolith organs

Linear acceleration and gravity

Integrated estimate

Movement and balance

Angular accelerationSemicircular canalsLinear accelerationOtolith organsAlso sensitive to gravity
4 / Perception and theoretical foundations4.3 Multisensory perception

Smell and taste

Smell

Identity, memory and context

Taste

Chemosensory and multisensory experience

Practical constraint

Delivery and persistence

A multisensory taste demonstration
A multisensory taste demonstration
Visual context and food perception
Visual context and food perception
4 / Perception and theoretical foundations4.3 Multisensory perception

Multisensory taste demonstration

4 / Perception and theoretical foundations4.3 Multisensory perception

Multisensory integration

Redundancy

Several cues indicate the same event

Complementarity

Different cues add different information

Congruence

Timing and spatial alignment support a common cause

4 / Perception and theoretical foundationsPart 4 of 5

4.4

Sensorimotor coupling

4 / Perception and theoretical foundations4.4 Sensorimotor coupling

Sensorimotor contingencies

An action

The head turns or a hand reaches

An expected change

The view or hand should update

A perceived result

Feedback confirms or violates the expectation

PerceptionActionUserVirtual worldInterfacesReal-time coupling
4 / Perception and theoretical foundations4.4 Sensorimotor coupling

Spatial and temporal coherence

Space

Inputs and outputs share an alignment

Time

Feedback follows the action with limited delay

Modalities

Events agree across sensory channels

DelayTimeHead poseDisplayed pose
4 / Perception and theoretical foundations4.4 Sensorimotor coupling

Physical and virtual surroundings

Physical support

Props or equipment serve the task

Neutral background

Some real cues remain irrelevant

Interference

Real cues contradict the virtual situation

4 / Perception and theoretical foundationsPart 5 of 5

4.5

Perceptual illusions

4 / Perception and theoretical foundations4.5 Perceptual illusions

Pseudo-haptic feedback

Physical input

A movement or force

Visual manipulation

Change displacement or deformation

Haptic interpretation

An apparent resistance or material property

Visual manipulation of apparent friction
Visual manipulation of apparent friction
A pseudo-haptic stiffness example
A pseudo-haptic stiffness example
4 / Perception and theoretical foundations4.5 Perceptual illusions

Palpation: changing visible deformation

4 / Perception and theoretical foundations4.5 Perceptual illusions

Control–display gain

Gain = virtual displacement / physical displacement
Physical displacement

The movement made by the person

Virtual displacement

The movement shown by the system

Gain

The relation between the two

4 / Perception and theoretical foundations4.5 Perceptual illusions

Pseudo-haptics in action

Apparent resistance

Alter displayed motion to suggest resistance or surface relief.

Apparent impact

Briefly stop or slow the virtual racket at contact.

4 / Perception and theoretical foundations4.5 Perceptual illusions

Perceptual flexibility

Apparent material

Pseudo-haptic contact

Apparent path

Redirected walking

Apparent body

Ownership illusions

4 / Perception and theoretical foundations4.5 Perceptual illusions

Explaining an illusion

Which signal changes?
Which cues remain consistent?
What does the participant infer?
When might the effect fail?
4 / Perception and theoretical foundations4.5 Perceptual illusions

Sources and further reading

Teaching resources

Original lectures and their figure credits

Research references

Study-specific citations in each slide’s notes

Source map

References retained at the point of use