@Article{ LinkenaugerLRP2012, title = {A Perceptual–Motor Deficit Predicts Social and Communicative Impairments in Individuals With Autism Spectrum Disorders}, journal = {Autism Research}, year = {2012}, month = {10}, volume = {5}, number = {5}, pages = {352–362}, abstract = {Individuals with autism spectrum disorders (ASDs) have known impairments in social and motor skills. Identifying putative underlying mechanisms of these impairments could lead to improved understanding of the etiology of core social/communicative deficits in ASDs, and identification of novel intervention targets. The ability to perceptually integrate one's physical capacities with one's environment (affordance perception) may be such a mechanism. This ability has been theorized to be impaired in ASDs, but this question has never been directly tested. Crucially, affordance perception has shown to be amenable to learning; thus, if it is implicated in deficits in ASDs, it may be a valuable unexplored intervention target. The present study compared affordance perception in adolescents and adults with ASDs to typically developing (TD) controls. Two groups of individuals (adolescents and adults) with ASDs and age-matched TD controls completed well-established action capability estimation tasks (reachability, graspability, and aperture passability). Their caregivers completed a measure of their lifetime social/communicative deficits. Compared with controls, individuals with ASDs showed unprecedented gross impairments in relating information about their bodies' action capabilities to visual information specifying the environment. The magnitude of these deficits strongly predicted the magnitude of social/communicative impairments in individuals with ASDs. Thus, social/communicative impairments in ASDs may derive, at least in part, from deficits in basic perceptual–motor processes (e.g. action capability estimation). Such deficits may impair the ability to maintain and calibrate the relationship between oneself and one's social and physical environments, and present fruitful, novel, and unexplored target for intervention.}, web_url = {http://onlinelibrary.wiley.com/doi/10.1002/aur.1248/pdf}, state = {published}, DOI = {10.1002/aur.1248}, author = {Linkenauger S{sally}{Department Human Perception, Cognition and Action}, Lerner MD, Ramenzoni VC and Proffitt D} } @Article{ PrettoBRB2012, title = {Foggy perception slows us down}, journal = {eLife}, year = {2012}, month = {10}, volume = {1}, pages = {1-12}, abstract = {Visual speed is believed to be underestimated at low contrast, which has been proposed as an explanation of excessive driving speed in fog. Combining psychophysics measurements and driving simulation, we confirm that speed is underestimated when contrast is reduced uniformly for all objects of the visual scene independently of their distance from the viewer. However, we show that when contrast is reduced more for distant objects, as is the case in real fog, visual speed is actually overestimated, prompting drivers to decelerate. Using an artificial anti-fog—that is, fog characterized by better visibility for distant than for close objects, we demonstrate for the first time that perceived speed depends on the spatial distribution of contrast over the visual scene rather than the global level of contrast per se. Our results cast new light on how reduced visibility conditions affect perceived speed, providing important insight into the human visual system.}, web_url = {http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3479833/}, state = {published}, DOI = {10.7554/eLife.00031}, EPUB = {e00281}, author = {Pretto P{pretto}{Department Human Perception, Cognition and Action}, Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}, Rainer G{gregor} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ BiegBBC2012, title = {Looking for Discriminating Is Different from Looking for Looking's Sake}, journal = {PLoS ONE}, year = {2012}, month = {9}, volume = {7}, number = {9}, pages = {1-9}, abstract = {Recent studies provide evidence for task-specific influences on saccadic eye movements. For instance, saccades exhibit higher peak velocity when the task requires coordinating eye and hand movements. The current study shows that the need to process task-relevant visual information at the saccade endpoint can be, in itself, sufficient to cause such effects. In this study, participants performed a visual discrimination task which required a saccade for successful completion. We compared the characteristics of these task-related saccades to those of classical target-elicited saccades, which required participants to fixate a visual target without performing a discrimination task. The results show that task-related saccades are faster and initiated earlier than target-elicited saccades. Differences between both saccade types are also noted in their saccade reaction time distributions and their main sequences, i.e., the relationship between saccade velocity, duration, and amplitude.}, web_url = {http://www.plosone.org/article/fetchObjectAttachment.action;jsessionid=409E420397B230BE376365245B458D2A?uri=info%3Adoi%2F10.1371%2Fjournal.pone.0045445&representation=PDF}, state = {published}, DOI = {10.1371/journal.pone.0045445}, EPUB = {e45445}, author = {Bieg H-J{bieg}{Department Human Perception, Cognition and Action}, Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Chuang LL{chuang}{Department Human Perception, Cognition and Action}} } @Article{ StreuberMBd2012, title = {The Influence of Visual Information on the Motor Control of Table Tennis Strokes}, journal = {Presence}, year = {2012}, month = {9}, volume = {21}, number = {3}, pages = {281-294}, abstract = {Theories of social interaction (i.e., common coding theory) suggest that visual information about the interaction partner is critical for successful interpersonal action coordination. Seeing the interaction partner allows an observer to understand and predict the interaction partner's behavior. However, it is unknown which of the many sources of visual information about an interaction partner (e.g., body, end effectors, and/or interaction objects) are used for action understanding and thus for the control of movements in response to observed actions. We used a novel immersive virtual environment to investigate this further. Specifically, we asked participants to perform table tennis strokes in response to table tennis balls stroked by a virtual table tennis player. We tested the effect of the visibility of the ball, the paddle, and the body of the virtual player on task performance and movement kinematics. Task performance was measured as the minimum distance between the center of the paddle and the center of the ball (radial error). Movement kinematics was measured as variability in the paddle speed of repeatedly executed table tennis strokes (stroke speed variability). We found that radial error was reduced when the ball was visible compared to invisible. However, seeing the body and/or the racket of the virtual players only reduced radial error when the ball was invisible. There was no influence of seeing the ball on stroke speed variability. However, we found that stroke speed variability was reduced when either the body or the paddle of the virtual player was visible. Importantly, the differences in stroke speed variability were largest in the moment when the virtual player hit the ball. This suggests that seeing the virtual player's body or paddle was important for preparing the stroke response. These results demonstrate for the first time that the online control of arm movements is coupled with visual body information about an opponent.}, web_url = {http://www.mitpressjournals.org/doi/abs/10.1162/PRES_a_00113}, state = {published}, DOI = {10.1162/PRES_a_00113}, author = {Streuber S{stst}{Department Human Perception, Cognition and Action}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and de la Rosa S{delarosa}{Department Human Perception, Cognition and Action}} } @Article{ NethSEKBM2011_2, title = {Velocity-Dependent Dynamic Curvature Gain for Redirected Walking}, journal = {IEEE Transactions on Visualization and Computer Graphics}, year = {2012}, month = {7}, volume = {18}, number = {7}, pages = {1041-1052}, abstract = {Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysical experiment, we found that sensitivity to walking on a curved path was significantly lower for slower walking speeds (radius of 10 m versus 22 m). In an applied study, we investigated the influence of a velocity-dependent dynamic gain controller and an avatar controller on the average distance that participants were able to freely walk before needing to be reoriented. The mean walked distance was significantly greater in the dynamic gain controller condition, as compared to the static controller (22 m versus 15 m). Our results demonstrate that perceptually motivated dynamic redirected walking techniques, in combination with reorientation techniques, allow for unaided exploration of a large virtual city model.}, file_url = {fileadmin/user_upload/files/publications/2011/TVCG_Neth_Manuscript_revised.pdf}, web_url = {http://www.computer.org/portal/web/csdl/doi/10.1109/TVCG.2011.275}, state = {published}, DOI = {10.1109/TVCG.2011.275}, author = {Neth CT{neth}{Department Human Perception, Cognition and Action}, Souman JL{souman}{Department Human Perception, Cognition and Action}, Engel D{engel}{Department Human Perception, Cognition and Action}, Kloos U, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Mohler BJ{mohler}{Department Human Perception, Cognition and Action}} } @Article{ GraydonLTP2011, title = {Scared stiff: The influence of anxiety on the perception of action capabilities}, journal = {Cognition and Emotion}, year = {2012}, month = {6}, volume = {26}, number = {7}, pages = {1301-1315}, abstract = {Influences on the perception of affordances (i.e., opportunities for actions) have been primarily studied by manipulating the functional morphology of the body. However, affordances are not just determined by the functional morphology of the perceiver, but also by the physiological state of the perceiver. States of anxiety have been shown to lead to marked changes in individuals' physiological state and their behaviour. To assess the influence of emotional state on affordance perception, the perception of action capabilities in near space was examined after participants completed an anxiety-provoking task. Anxiety was induced immediately prior to tasks that assessed participants' perceived reaching ability in Experiment 1, grasping ability in Experiment 2, and the ability to pass their hands through apertures in Experiment 3. Results indicated that those participants who experienced changes in anxiety underestimated their reaching, grasping, and passing ability compared to non-anxious participants. In other words, anxious participants were more conservative in their estimations of their action capabilities. These results suggest that anxiety influences the perception for affordances in near space and are consistent with the notion that anxiety induces withdrawal behaviours.}, web_url = {http://www.tandfonline.com/doi/abs/10.1080/02699931.2012.667391}, state = {published}, DOI = {10.1080/02699931.2012.667391}, author = {Graydon M, Linkenauger SA{sally}{Department Human Perception, Cognition and Action}, Teachman B and Proffitt DR} } @Article{ BarnettCowanMVTB2011, title = {MPI CyberMotion Simulator: Implementation of a Novel Motion Simulator to Investigate Multisensory Path Integration in Three Dimensions}, journal = {Journal of Visualized Experiments}, year = {2012}, month = {5}, volume = {63}, number = {5}, pages = {1-6}, abstract = {Path integration is a process in which self-motion is integrated over time to obtain an estimate of one's current position relative to a starting point 1. Humans can do path integration based exclusively on visual 2-3, auditory 4, or inertial cues 5. However, with multiple cues present, inertial cues - particularly kinaesthetic - seem to dominate 6-7. In the absence of vision, humans tend to overestimate short distances (<5 m) and turning angles (<30°), but underestimate longer ones 5. Movement through physical space therefore does not seem to be accurately represented by the brain. Extensive work has been done on evaluating path integration in the horizontal plane, but little is known about vertical movement (see 3 for virtual movement from vision alone). One reason for this is that traditional motion simulators have a small range of motion restricted mainly to the horizontal plane. Here we take advantage of a motion simulator 8-9 with a large range of motion to assess whether path integration is similar between horizontal and vertical planes. The relative contributions of inertial and visual cues for path navigation were also assessed. 16 observers sat upright in a seat mounted to the flange of a modified KUKA anthropomorphic robot arm. Sensory information was manipulated by providing visual (optic flow, limited lifetime star field), vestibular-kinaesthetic (passive self motion with eyes closed), or visual and vestibular-kinaesthetic motion cues. Movement trajectories in the horizontal, sagittal and frontal planes consisted of two segment lengths (1st: 0.4 m, 2nd: 1 m; ±0.24 m/s2 peak acceleration). The angle of the two segments was either 45° or 90°. Observers pointed back to their origin by moving an arrow that was superimposed on an avatar presented on the screen. Observers were more likely to underestimate angle size for movement in the horizontal plane compared to the vertical planes. In the frontal plane observers were more likely to overestimate angle size while there was no such bias in the sagittal plane. Finally, observers responded slower when answering based on vestibular-kinaesthetic information alone. Human path integration based on vestibular-kinaesthetic information alone thus takes longer than when visual information is present. That pointing is consistent with underestimating and overestimating the angle one has moved through in the horizontal and vertical planes respectively, suggests that the neural representation of self-motion through space is non-symmetrical which may relate to the fact that humans experience movement mostly within the horizontal plane.}, web_url = {http://www.jove.com/pdf/default.aspx?PDF=&ID=3436}, state = {published}, DOI = {10.3791/3436}, EPUB = {e3436}, author = {Barnett-Cowan M{mbc}{Department Human Perception, Cognition and Action}, Meilinger T{meilinger}{Department Human Perception, Cognition and Action}, Vidal M{vidal}{Department Human Perception, Cognition and Action}, Teufel H{teufel}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ WittLP2012, title = {Get Me Out of This Slump! Visual Illusions Improve Sports Performance}, journal = {Psychological Science}, year = {2012}, month = {4}, volume = {23}, number = {4}, pages = {397-399}, abstract = {One of the reasons we (the authors) enjoy going to live college basketball games is to watch the antics of the student section. We love watching the students’ creativity in trying to pump up the home team and distract the visiting team, especially during free throws. Such escapades made us question whether manipulating what athletes see can influence their subsequent performance. Perception is clearly important for performance. For instance, when athletes look directly at a target without moving their eyes around—a pattern known as the quiet eye—they are more successful in making free throws, putting, and performing a variety of other tasks (e.g., Vickers, 1996, 2007). The quiet eye might lead to more successful performance by focusing attention on targets, and helping athletes to ignore distractors. Additionally, the quiet eye might change the way targets look. Targets presented in the fovea look bigger than those in the periphery (Newsome, 1972), so the quiet eye might lead athletes to perceive targets as bigger. Misperceiving a target as bigger could influence performance in one of three ways. It could disrupt performance because the observer might aim for a location that does not correspond with the target. In this case, the misperception would result in worse performance. However, actions and explicit perceptions may not be influenced by illusions to the same degree (Goodale & Milner, 1992). That is, there may be dissociations between perceptions and visually guided actions such that illusions, which fool conscious perception, do not influence subsequent actions (e.g., Ganel, Tanzer, & Goodale, 2008). In this case, misperceiving a target as bigger would not affect performance. A final alternative is that misperceiving a target as bigger could enhance performance. Bigger targets feel as if they should be easier to hit, so people may feel more confident when aiming for a bigger target. Given that increased confidence improves performance (e.g., Woodman & Hardy, 2003), a perceptually bigger target may also lead to enhanced performance. Here, we report an experiment in which we tested these possibilities.}, web_url = {http://pss.sagepub.com/content/23/4/397.full.pdf+html}, state = {published}, DOI = {10.1177/0956797611428810}, author = {Witt JK, Linkenauger SA{sally}{Department Human Perception, Cognition and Action} and Proffitt DR} } @Article{ FrankensteinMBM2011, title = {Is the Map in Our Head Oriented North?}, journal = {Psychological Science}, year = {2012}, month = {2}, volume = {23}, number = {2}, pages = {120-125}, abstract = {We examined how a highly familiar environmental space—one’s city of residence—is represented in memory. Twenty-six participants faced a photo-realistic virtual model of their hometown and completed a task in which they pointed to familiar target locations from various orientations. Each participant’s performance was most accurate when he or she was facing north, and errors increased as participants’ deviation from a north-facing orientation increased. Pointing errors and latencies were not related to the distance between participants’ initial locations and the target locations. Our results are inconsistent with accounts of orientation-free memory and with theories assuming that the storage of spatial knowledge depends on local reference frames. Although participants recognized familiar local views in their initial locations, their strategy for pointing relied on a single, north-oriented reference frame that was likely acquired from maps rather than experience from daily exploration. Even though participants had spent significantly more time navigating the city than looking at maps, their pointing behavior seemed to rely on a north-oriented mental map.}, web_url = {http://pss.sagepub.com/content/23/2/120.full.pdf+html}, state = {published}, DOI = {10.1177/0956797611429467}, author = {Frankenstein J{frankenstein}{Department Human Perception, Cognition and Action}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Meilinger T{meilinger}{Department Human Perception, Cognition and Action}} } @Article{ 4958, title = {From Isovists via Mental Representations to Behaviour: First Steps Toward Closing the Causal Chain}, journal = {Environment and Planning B: Planning and Design}, year = {2012}, month = {1}, volume = {39}, number = {1}, pages = {48-62}, abstract = {This paper addresses the interactions between human wayfinding performance, the mental representation of routes, and the geometrical layout of path intersections. The conclusions of this paper are based on the results of a virtual reality empirical experiment. The study consisted of a route-learning and reproduction task and two choice reaction tasks measuring the acquired knowledge of route decision points. In order to relate the recorded behaviour to the geometry of the environment, a specific adaptation of an isovist-based spatial analysis that accounts for directional bias in human spatial perception and representation was developed. The analyses applied provided conclusive evidence of correspondences between the geometrical properties of environments as captured by isovists and their mental representations.}, web_url = {http://www.envplan.com/epb/fulltext/b39/b34048t.pdf}, state = {published}, DOI = {10.1068/b34048t}, author = {Meilinger T{meilinger}{Department Human Perception, Cognition and Action}, Franz G{gf}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ LinkenaugerMP2011, title = {Body-based perceptual rescaling revealed through the size-weight illusion}, journal = {Perception}, year = {2011}, month = {10}, volume = {40}, number = {10}, pages = {1251-1253}, abstract = {An embodied approach to the perception of spatial layout contends that the body is used as a ‘perceptual ruler’ with which individuals scale the perceived environmental layout. In support of this notion, previous research has shown that the perceived size of objects can be influenced by changes in the apparent size of hand. The size – weight illusion is a well known phenomenon, which occurs when people lift two objects of equal weight but differing sizes and perceive that the larger object feels lighter. Therefore, if apparent hand size influences perceived object size, it should also influence the object’s perceived weight. In this study, we investigated this possibility by using perceived weight as a measure and found that changes in the apparent size of the hand influence objects’ perceived weight.}, web_url = {http://www.perceptionweb.com/perception/fulltext/p40/p7049.pdf}, state = {published}, DOI = {10.1068/p7049}, author = {Linkenauger SA{sally}{Department Human Perception, Cognition and Action}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action} and Proffitt DR} } @Article{ LeeLBJP2011, title = {Putting Like a Pro: The Role of Positive Contagion in Golf Performance and Perception}, journal = {PLoS One}, year = {2011}, month = {10}, volume = {6}, number = {10}, pages = {1-4}, abstract = {Many amateur athletes believe that using a professional athlete's equipment can improve their performance. Such equipment can be said to be affected with positive contagion, which refers to the belief of transference of beneficial properties between animate persons/objects to previously neutral objects. In this experiment, positive contagion was induced by telling participants in one group that a putter previously belonged to a professional golfer. The effect of positive contagion was examined for perception and performance in a golf putting task. Individuals who believed they were using the professional golfer's putter perceived the size of the golf hole to be larger than golfers without such a belief and also had better performance, sinking more putts. These results provide empirical support for anecdotes, which allege that using objects with positive contagion can improve performance, and further suggest perception can be modulated by positive contagion.}, web_url = {http://www.plosone.org/article/fetchObjectAttachment.action?uri=info%3Adoi%2F10.1371%2Fjournal.pone.0026016&representation=PDF}, state = {published}, DOI = {10.1371/journal.pone.0026016}, EPUB = {e26016}, author = {Lee C, Linkenauger SA{sally}{Department Human Perception, Cognition and Action}, Bakdash JZ, Joy-Gaba JA and Profitt DR} } @Article{ LinkenaugerWP2011, title = {Taking a hands-on approach: Apparent grasping ability scales the perception of object size}, journal = {Journal of Experimental Psychology: Human Perception and Performance}, year = {2011}, month = {10}, volume = {37}, number = {5}, pages = {1432-1441}, abstract = {We examined whether the apparent size of an object is scaled to the morphology of the relevant body part with which one intends to act on it. To be specific, we tested if the visually perceived size of graspable objects is scaled to the extent of apparent grasping ability for the individual. Previous research has shown that right-handed individuals perceive their right hand as larger and capable of grasping larger objects than their left. In the first 2 experiments, we found that objects looked smaller when placed in or judged relative to their right hand compared to their left. In the third experiment, we directly manipulated apparent hand size by magnifying the participants' hands. Participants perceived objects to be smaller when their hand was magnified than when their hand was unmagnified. We interpret these results as demonstrating that perceivers use the extent of their hands' grasping abilities as “perceptual rulers” to scale the apparent size of graspable objects. Furthermore, hand size manipulations did not affect the perceived size of objects too big to be grasped, which suggests that hand size is only used as a scaling mechanism when the object affords the relevant action, in this case, grasping.}, web_url = {http://psycnet.apa.org/journals/xhp/37/5/1432.pdf}, state = {published}, DOI = {10.1037/a0024248}, author = {Linkenauger SA{sally}{Department Human Perception, Cognition and Action}, Witt JK and Proffitt DR} } @Article{ DoddsMB2011, title = {Talk to the Virtual Hands: Self-Animated Avatars Improve Communication in Head-Mounted Display Virtual Environments}, journal = {PLoS One}, year = {2011}, month = {10}, volume = {6}, number = {10}, pages = {1-12}, abstract = {Background When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a) whether head-mounted display virtual reality is useful for researching the influence of body gestures in communication; and (b) whether body gestures are used to help in communicating the meaning of a word. Participants worked in pairs and played a communication game, where one person had to describe the meanings of words to the other. Principal Findings In experiment 1, participants used significantly more hand gestures and successfully described significantly more words when nonverbal communication was available to both participants (i.e. both describing and guessing avatars were self-animated, compared with both avatars in a static neutral pose). Participants ‘passed’ (gave up describing) significantly more words when they were talking to a static avatar (no nonverbal feedback available). In experiment 2, participants' performance was significantly worse when they were talking to an avatar with a prerecorded listening animation, compared with an avatar animated by their partners' real movements. In both experiments participants used significantly more hand gestures when they played the game in the real world. Conclusions Taken together, the studies show how (a) virtual reality can be used to systematically study the influence of body gestures; (b) it is important that nonverbal communication is bidirectional (real nonverbal feedback in addition to nonverbal communication from the describing participant); and (c) there are differences in the amount of body gestures that participants use with and without the head-mounted display, and we discuss possible explanations for this and ideas for future investigation.}, file_url = {fileadmin/user_upload/files/publications/2011/Dodds-TalktotheVirtualHands-PLoSOne-2011.pdf}, web_url = {http://www.plosone.org/article/fetchObjectAttachment.action;jsessionid=BB8DF7295C39A064E5FFC9839EC935BD.ambra01?uri=info%3Adoi%2F10.1371%2Fjournal.pone.0025759&representation=PDF}, state = {published}, DOI = {10.1371/journal.pone.0025759}, EPUB = {e25759}, author = {Dodds TJ{dodds}{Department Human Perception, Cognition and Action}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ SchomakerTBB2011, title = {It is all me: the effect of viewpoint on visual–vestibular recalibration}, journal = {Experimental Brain Research}, year = {2011}, month = {9}, volume = {243}, number = {2-3}, pages = {245-256}, abstract = {Participants performed a visual–vestibular motor recalibration task in virtual reality. The task consisted of keeping the extended arm and hand stable in space during a whole-body rotation induced by a robotic wheelchair. Performance was first quantified in a pre-test in which no visual feedback was available during the rotation. During the subsequent adaptation phase, optical flow resulting from body rotation was provided. This visual feedback was manipulated to create the illusion of a smaller rotational movement than actually occurred, hereby altering the visual–vestibular mapping. The effects of the adaptation phase on hand stabilization performance were measured during a post-test that was identical to the pre-test. Three different groups of subjects were exposed to different perspectives on the visual scene, i.e., first-person, top view, or mirror view. Sensorimotor adaptation occurred for all three viewpoint conditions, performance in the post-test session showing a marked under-compensation relative to the pre-test performance. In other words, all viewpoints gave rise to a remapping between vestibular input and the motor output required to stabilize the arm. Furthermore, the first-person and mirror view adaptation induced a significant decrease in variability of the stabilization performance. Such variability reduction was not observed for the top view adaptation. These results suggest that even if all three viewpoints can evoke substantial adaptation aftereffects, the more naturalistic first-person view and the richer mirror view should be preferred when reducing motor variability constitutes an important issue.}, web_url = {http://www.springerlink.com/content/d195u587t5141836/fulltext.pdf}, state = {published}, DOI = {10.1007/s00221-011-2723-y}, author = {Schomaker J{jschomaker}{Department Human Perception, Cognition and Action}, Tesch J{jtesch}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Bresciani JP{bresciani}{Department Human Perception, Cognition and Action}} } @Article{ 5643, title = {The integration of spatial information across different viewpoints}, journal = {Memory & Cognition}, year = {2011}, month = {8}, volume = {39}, number = {6}, pages = {1042-1054}, abstract = {The integration of spatial information perceived from different viewpoints is a frequent, yet largely unexplored, cognitive ability. In two experiments, participants saw two presentations, each consisting of three targets—that is, illuminated tiles on the floor—before walking the shortest possible path across all targets. In Experiment 1, participants viewed the targets either from the same viewpoint or from different viewpoints. Errors in recalling targets increased if participants changed their viewpoints between presentations, suggesting that memory acquired from different viewpoints had to be aligned for integration. Furthermore, the error pattern indicates that memory for the first presentation was transformed into the reference frame of the second presentation. In Experiment 2, we examined whether this transformation occurred because new information was integrated already during encoding or because memorized information was integrated when required. Results suggest that the latter is the case. This might serve as a strategy for avoiding additional alignments.}, web_url = {http://www.springerlink.com/content/147416m6637051k2/fulltext.pdf}, state = {published}, DOI = {10.3758/s13421-011-0088-x}, author = {Meilinger T{meilinger}{Department Human Perception, Cognition and Action}, Wiener JM{malte} and Berthoz A} } @Article{ 6789, title = {Contributions of the PPC to online control of visually guided reaching movements assessed with fMRI-guided TMS}, journal = {Cerebral Cortex}, year = {2011}, month = {7}, volume = {21}, number = {7}, pages = {1602-1612}, abstract = {The posterior parietal cortex (PPC) plays an important role in controlling voluntary movements by continuously integrating sensory information about body state and the environment. We tested which subregions of the PPC contribute to the processing of target- and body-related visual information while reaching for an object, using a reaching paradigm with 2 types of visual perturbation: displacement of the visual target and displacement of the visual feedback about the hand position. Initially, functional magnetic resonance imaging (fMRI) was used to localize putative target areas involved in online corrections of movements in response to perturbations. The causal contribution of these areas to online correction was tested in subsequent neuronavigated transcranial magnetic stimulation (TMS) experiments. Robust TMS effects occurred at distinct anatomical sites along the anterior intraparietal sulcus (aIPS) and the anterior part of the supramarginal gyrus for both perturbations. TMS over neighboring sites did not affect online control. Our results support the hypothesis that the aIPS is more generally involved in visually guided control of movements, independent of body effectors and nature of the visual information. Furthermore, they suggest that the human network of PPC subregions controlling goal-directed visuomotor processes extends more inferiorly than previously thought. Our results also point toward a good spatial specificity of the TMS effects.}, file_url = {/fileadmin/user_upload/files/publications/Cerebral-Cortex-2010-Reichenbach_6789[0].pdf}, web_url = {http://cercor.oxfordjournals.org/content/21/7/1602.full.pdf+html}, state = {published}, DOI = {10.1093/cercor/bhq225}, author = {Reichenbach A{areichen}{Department Human Perception, Cognition and Action}{Department High-Field Magnetic Resonance}, Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}, Peer A, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Thielscher A{thielscher}{Department High-Field Magnetic Resonance}} } @Article{ RuddleVB2011, title = {Walking improves your cognitive map in environments that are large-scale and large in extent}, journal = {ACM Transactions on Computer-Human Interaction}, year = {2011}, month = {6}, volume = {18}, number = {2:10}, pages = {1-22}, abstract = {This study investigated the effect of body-based information (proprioception, etc.) when participants navigated large-scale virtual marketplaces that were either small (Experiment 1) or large in extent (Experiment 2). Extent refers to the size of an environment, whereas scale refers to whether people have to travel through an environment to see the detail necessary for navigation. Each participant was provided with full body-based information (walking through the virtual marketplaces in a large tracking hall or on an omnidirectional treadmill), just the translational component of body-based information (walking on a linear treadmill, but turning with a joystick), just the rotational component (physically turning but using a joystick to translate) or no body-based information (joysticks to translate and rotate). In large and small environments translational body-based information significantly improved the accuracy of participants' cognitive maps, measured using estimates of direction and relative straight line distance but, on its own, rotational body-based information had no effect. In environments of small extent, full body-based information also improved participants' navigational performance. The experiments show that locomotion devices such as linear treadmills would bring substantial benefits to virtual environment applications where large spaces are navigated, and theories of human navigation need to reconsider the contribution made by body-based information, and distinguish between environmental scale and extent.}, web_url = {http://portal.acm.org/citation.cfm?doid=1970378.1970384}, state = {published}, DOI = {10.1145/1970378.1970384}, author = {Ruddle RA{roy}, Volkova E{evolk}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ RuddleVMB2011, title = {The effect of landmark and body-based sensory information on route knowledge}, journal = {Memory & Cognition}, year = {2011}, month = {5}, volume = {39}, number = {4}, pages = {686-699}, abstract = {Two experiments investigated the effects of landmarks and body-based information on route knowledge. Participants made four out-and-back journeys along a route, guided only on the first outward trip and with feedback every time an error was made. Experiment 1 used 3-D virtual environments (VEs) with a desktop monitor display, and participants were provided with no supplementary landmarks, only global landmarks, only local landmarks, or both global and local landmarks. Local landmarks significantly reduced the number of errors that participants made, but global landmarks did not. Experiment 2 used a head-mounted display; here, participants who physically walked through the VE (translational and rotational body-based information) made 36% fewer errors than did participants who traveled by physically turning but changing position using a joystick. Overall, the experiments showed that participants were less sure of where to turn than which way, and journey direction interacted with sensory information to affect the number and types of errors participants made.}, web_url = {http://www.springerlink.com/content/12771128x0716033/fulltext.pdf}, state = {published}, DOI = {10.3758/s13421-010-0054-z}, author = {Ruddle RA{roy}, Volkova E{evolk}{Department Human Perception, Cognition and Action}, Mohler B{mohler}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ WittKLC2010, title = {A Functional Role for Motor Simulation in Identifying Tools}, journal = {Psychological Science}, year = {2010}, month = {9}, volume = {21}, number = {9}, pages = {1215-1219}, abstract = {Embodied cognition promotes the involvement of the motor system in cognitive processing, such as tool identification. Although neuropsychological studies suggest that the motor system is not necessary for identifying tools, it may still have a functional role in tool recognition. To test this possibility, we used a motor interference task: Participants squeezed a rubber ball in one hand while naming pictures of tools and animals. Participants were faster and more accurate in naming the tools that were oriented with the handle facing away from the squeezing hand than in naming the tools that were oriented with the handle facing toward the squeezing hand. There was no effect of orientation for animals. Given that participants simulate grasping a tool with the hand closest to the handle, this result demonstrates that interfering with the ability to simulate grasping impairs tool naming and suggests that motor simulation has a functional role in tool identification.}, web_url = {http://pss.sagepub.com/content/21/9/1215.full.pdf+html}, state = {published}, DOI = {10.1177/0956797610378307}, author = {Witt JK, Kemmerer D, Linkenauger SA{sally} and Culham J} } @Article{ LinkenaugerRP2010, title = {Illusory Shrinkage and Growth: Body-Based Rescaling Affects the Perception of Size}, journal = {Psychological Science}, year = {2010}, month = {9}, volume = {21}, number = {9}, pages = {1318-1325}, abstract = {The notion that apparent sizes are perceived relative to the size of one’s body is supported through the discovery of a new visual illusion. When graspable objects are magnified by magnifying goggles, they appear to shrink back to near-normal size when one’s hand (also magnified) is placed next to them. When objects are “minified” by minifying goggles, the opposite occurs. The rescaling effect also occurred when participants who were trained in tool use viewed the tool next to the objects. However, this change in apparent size does not occur when familiar objects or someone else’s hand is placed next to the magnified or minified object. Presumably, objects’ apparent sizes shift closer to their actual sizes when one’s hand is viewed because objects’ sizes relative to the hand are the same with or without the goggles. These findings highlight the role of body scaling in size perception.}, web_url = {http://pss.sagepub.com/content/21/9/1318.full.pdf+html}, state = {published}, DOI = {10.1177/0956797610380700}, author = {Linkenauger SA{sally}, Ramenconi VC and Proffitt DR} } @Article{ 6429, title = {Spatial and temporal aspects of navigation in two neurological patients}, journal = {NeuroReport}, year = {2010}, month = {7}, volume = {21}, number = {10}, pages = {685-689}, abstract = {We present two cases (A.C. and W.J.) with navigation problems resulting from parieto-occipital right hemisphere damage. For both the cases, performance on the neuropsychological tests did not indicate specific impairments in spatial processing, despite severe subjective complaints of spatial disorientation. Various aspects of navigation were tested in a new virtual reality task, the Virtual Tübingen task. A double dissociation between spatial and temporal deficits was found; A.C. was impaired in route ordering, a temporal test, whereas W.J. was impaired in scene recognition and route continuation, which are spatial in nature. These findings offer important insights in the functional and neural architecture of navigation.}, web_url = {http://ovidsp.tx.ovid.com/sp-3.2.3a/ovidweb.cgi?&S=PPLCFPGNELDDPDDMNCDLPCOBBDLMAA00&WebLinkReturn=Full+Text%3dL%7cS.sh.15.17%7c0%7c00001756-201007140-00004&PDFLink=FPDDNCOBPCDMEL00%7c%2ffs047%2fovft%2flive%2fgv024%2f00001756%2f00001756-201007140-00004&PDF}, state = {published}, DOI = {10.1097/WNR.0b013e32833aea78}, author = {van der Ham IJM, van Zandvoort MJE, Meilinger T{meilinger}{Department Human Perception, Cognition and Action}, Bosch SE, Kant N and Postma A} } @Article{ 6123, title = {The Effect of Viewing a Self-Avatar on Distance Judgments in an HMD-Based Virtual Environment}, journal = {Presence: Teleoperators and Virtual Environments}, year = {2010}, month = {6}, volume = {19}, number = {3}, pages = {230-242}, abstract = {Few HMD-based virtual environment systems display a rendering of the user’s own body. Subjectively, this often leads to a sense of disembodiment in the virtual world. We explore the effect of being able to see one’s own body in such systems on an objective measure of the accuracy of one form of space perception. Using an action-based response measure, we found that participants who explored near space while seeing fully-articulated and tracked visual representation of themselves subsequently made more accurate judgments of absolute egocentric distance to locations ranging from 4m to 6m away from where they were standing than did participants who saw no avatar. A non-animated avatar also improved distance judgments, but by a lesser amount. Participants who viewed either animated or static avatars positioned 3m in front of their own position made subsequent distance judgments with similar accuracy to the participants who viewed the equivalent animated or static avatar positioned at their own location. We discuss the implications of these results on theories of embodied perception in virtual environments.}, web_url = {http://www.mitpressjournals.org/doi/pdf/10.1162/pres.19.3.230}, state = {published}, DOI = {10.1162/pres.19.3.230}, author = {Mohler BJ{mohler}{Department Human Perception, Cognition and Action}, Creem-Regehr SH, Thompson WB{wthompson} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ 6122, title = {Insights into the control of arm movement during body motion as revealed by EMG analyses}, journal = {Brain Research}, year = {2010}, month = {1}, volume = {1309}, pages = {40-52}, file_url = {/fileadmin/user_upload/files/publications/blouin2010_6122[0].pdf}, web_url = {http://www.sciencedirect.com/science?_ob=MImg&_imagekey=B6SYR-4XKBYT9-2-N&_cdi=4841&_user=29041&_pii=S0006899309023002&_orig=search&_coverDate=01%2F14%2F2010&_sk=986909999&view=c&wchp=dGLzVtz-zSkWb&md5=a6f233d1436e229d9539e09da1dd3eea&ie=/sdarticle.pdf}, state = {published}, DOI = {10.1016/j.brainres.2009.10.063}, author = {Blouin J, Guillaud E, Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}, Guerraz M and Simoneau M} } @Article{ LessardLP2009, title = {Look before you leap: Jumping ability affects distance perception}, journal = {Perception}, year = {2009}, month = {12}, volume = {38}, number = {12}, pages = {1863–1866}, abstract = {Previous research has demonstrated that changing perceivers’ action capabilities can affect their perception of the extent over which an action is performed. In the current study, we manipulated jumping ability by having participants wear ankle weights and examined the influence of this manipulation on the perception of jumpable and un-jumpable extents. When wearing ankle weights, jumpable gaps appeared longer than when not wearing ankle weights; however, for un-jumpable gaps, there was no difference in the apparent gap extent, regardless of whether the participant was wearing ankle weights. This suggests that the perception of a jumpable extent is affected by one’s action boundary for jumping, but only if jumping is an action that can be performed over the extent.}, web_url = {http://www.perceptionweb.com/perception/editorials/p6509.pdf}, state = {published}, DOI = {10.1068/p6509}, author = {Lessard DA, Linkenauger SA{sally} and Proffitt DR} } @Article{ LinkenaugerWSBP2009, title = {The effects of handedness and reachability on perceived distance}, journal = {Journal of Experimental Psychology: Human Perception and Performance}, year = {2009}, month = {12}, volume = {35}, number = {6}, pages = {1649-1660}, abstract = {Previous research has suggested that perceived distances are scaled by the action capabilities of the body. The present studies showed that when “reachability” is constrained due to a difficult grasp required to pick up an object, perceived distance to the object increases. Participants estimated the distances to tools with handle orientations that made them either easy or difficult to grasp with their dominant and nondominant hands. Right-handed participants perceived tools that were more difficult to grasp to be farther away than tools that were easier to grasp. However, perceived distance did not differ in left-handed participants. These studies suggest that, when reaching toward a target, the distance to that target is scaled in terms of how far one can effectively reach, given the type of reaching posture that is executed. Furthermore, this effect is modulated by handedness.}, web_url = {http://psycnet.apa.org/journals/xhp/35/6/1649.pdf}, state = {published}, DOI = {10.1037/a0016875}, author = {Linkenauger SA{sally}, Witt JK, Stefanucci JK, Bakdash JZ and Proffitt DR} } @Article{ LinkenaugerWBSP2009, title = {Asymmetrical Body Perception: A Possible Role for Neural Body Representations}, journal = {Psychological Science}, year = {2009}, month = {11}, volume = {20}, number = {11}, pages = {1373-1380}, abstract = {Perception of one's body is related not only to the physical appearance of the body, but also to the neural representation of the body. The brain contains many body maps that systematically differ between right- and left-handed people. In general, the cortical representations of the right arm and right hand tend to be of greater area in the left hemisphere than in the right hemisphere for right-handed people, whereas these cortical representations tend to be symmetrical across hemispheres for left-handers. We took advantage of these naturally occurring differences, and examined perceived arm length in right- and left-handed people. When looking at each arm and hand individually, right-handed participants perceived their right arms and right hands to be longer than their left arms and left hands, whereas left-handed participants perceived both arms accurately. These experiments reveal a possible relationship between implicit body maps in the brain and conscious perception of the body.}, web_url = {http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2858772/pdf/nihms143542.pdf}, state = {published}, DOI = {10.1111/j.1467-9280.2009.02447.x}, author = {Linkenauger SA{sally}, Witt JK, Bakdash JZ, Stefanucci JK and Proffitt DR} } @Article{ 5515, title = {Imagined Self-Motion Differs from Perceived Self-Motion: Evidence from a Novel Continuous Pointing Method}, journal = {PLoS One}, year = {2009}, month = {11}, volume = {4}, number = {11}, pages = {1-11}, abstract = {Background The extent to which actual movements and imagined movements maintain a shared internal representation has been a matter of much scientific debate. Of the studies examining such questions, few have directly compared actual full-body movements to imagined movements through space. Here we used a novel continuous pointing method to a) provide a more detailed characterization of self-motion perception during actual walking and b) compare the pattern of responding during actual walking to that which occurs during imagined walking. Methodology/Principal Findings This continuous pointing method requires participants to view a target and continuously point towards it as they walk, or imagine walking past it along a straight, forward trajectory. By measuring changes in the pointing direction of the arm, we were able to determine participants' perceived/imagined location at each moment during the trajectory and, hence, perceived/imagined self-velocity during the entire movement. The specific pattern of pointing behaviour that was revealed during sighted walking was also observed during blind walking. Specifically, a peak in arm azimuth velocity was observed upon target passage and a strong correlation was observed between arm azimuth velocity and pointing elevation. Importantly, this characteristic pattern of pointing was not consistently observed during imagined self-motion. Conclusions/Significance Overall, the spatial updating processes that occur during actual self-motion were not evidenced during imagined movement. Because of the rich description of self-motion perception afforded by continuous pointing, this method is expected to have significant implications for several research areas, including those related to motor imagery and spatial cognition and to applied fields for which mental practice techniques are common (e.g. rehabilitation and athletics).}, web_url = {http://www.plosone.org/article/fetchObjectAttachment.action;jsessionid=7EC338C2BF98904DAB7CCEA3B5344BA6.ambra02?uri=info%3Adoi%2F10.1371%2Fjournal.pone.0007793&representation=PDF}, state = {published}, DOI = {10.1371/journal.pone.0007793}, EPUB = {e7793}, author = {Campos JL{camposjl}{Department Human Perception, Cognition and Action}, Siegle JH{jsiegle}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Loomis JM{loomis}} } @Article{ 5995, title = {Seeing the hand while reaching speeds up on-line responses to a sudden change in target position}, journal = {The Journal of Physiology}, year = {2009}, month = {8}, volume = {587}, number = {19}, pages = {4605-4616}, web_url = {http://jp.physoc.org/content/early/2009/08/10/jphysiol.2009.176362.abstract}, state = {published}, DOI = {10.1113/jphysiol.2009.176362}, author = {Reichenbach A{areichen}{Department Human Perception, Cognition and Action}{Department High-Field Magnetic Resonance}, Thielscher A{thielscher}{Department High-Field Magnetic Resonance}, Peer A, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}} } @Article{ 4961, title = {Adaptivity of wayfinding strategies in a multi-building ensemble: The effects of spatial structure, task requirements, and metric information}, journal = {Journal of Environmental Psychology}, year = {2009}, month = {6}, volume = {29}, number = {2}, pages = {208-219}, abstract = {This study investigates the adaptivity of wayfinding strategies in a real-world setting of a multi-building ensemble. Familiarity with the environment, map usage and verbal vs. visual task instructions were systematically varied. Measures included path choices, wayfinding performance and information usage. Thirty-two participants had to find eight goals in a multi-level building ensemble consisting of two distinctive building parts. It was tested whether the standard wall-mounted floor maps found in the majority of public buildings can help navigation in a complex unknown environment. Unfamiliar users tried to make use of these plans more frequently, but were not able to compensate for spatial knowledge deficits compared to participants familiar with the setting. Two strategies of multi-level wayfinding were compared with respect to a region-based hierarchical planning approach. Strategy selection could be shown to be highly adaptive to spatial properties of the environment as well as characteristics of the task instruction, i.e., spatial precision of target information. Overall, the strategy of moving horizontally into the target building prior to vertical travel was shown to be more effective in this multi-building setting.}, web_url = {http://www.sciencedirect.com/science?_ob=MImg&_imagekey=B6WJ8-4SRKMMV-1-1&_cdi=6872&_user=29041&_orig=search&_coverDate=06%2F13%2F2008&_sk=999999999&view=c&wchp=dGLzVlz-zSkzV&md5=a570}, state = {published}, DOI = {10.1016/j.jenvp.2008.05.010}, author = {H\"olscher C, B\"uchner SJ, Meilinger T{meilinger}{Department Human Perception, Cognition and Action} and Strube G} } @Article{ 5516, title = {Measurement of instantaneous perceived self-motion using continuous pointing}, journal = {Experimental Brain Research}, year = {2009}, month = {5}, volume = {195}, number = {3}, pages = {429-444}, abstract = {In order to optimally characterize full-body self-motion perception during passive translations, changes in perceived location, velocity, and acceleration must be quantified in real time and with high spatial resolution. Past methods have failed to effectively measure these critical variables. Here, we introduce continuous pointing as a novel method with several advantages over previous methods. Participants point continuously to the mentally updated location of a previously viewed target during passive, full-body movement. High-precision motion-capture data of arm angle provide a measure of a participant’s perceived location and, in turn, perceived velocity at every moment during a motion trajectory. In two experiments, linear movements were presented in the absence of vision by passively translating participants with a robotic wheelchair or an anthropomorphic robotic arm (MPI Motion Simulator). The movement profiles included constant-velocity trajectories, two successive movement intervals separated by a b rief pause, and reversed-motion trajectories. Results indicate a steady decay in perceived velocity during constant-velocity travel and an attenuated response to mid-trial accelerations.}, web_url = {http://springerlink.metapress.com/content/t0625668v1651t45/fulltext.pdf}, state = {published}, DOI = {10.1007/s00221-009-1805-6}, author = {Siegle JH{jsiegle}, Campos JL{camposjl}{Department Human Perception, Cognition and Action}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action}, Loomis JM{loomis} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ 5694, title = {Influence of the size of the field of view on motion perception}, journal = {Computers and Graphics}, year = {2009}, month = {4}, volume = {33}, number = {2}, pages = {139-146}, abstract = {Efficient navigation requires a good representation of body position/orientation in the environment and an accurate updating of this representation when the body-environment relationship changes. Such updating is based on the ability to correctly estimate the speed and amplitude of body displacements. Because navigation in virtual worlds often relies on the sole visual information, we investigated to which extent the size of the field of view (FoV) affects two basic aspects of motion perception: (i) the perceived amplitude of rotations about the body vertical axis (Experiment 1) and (ii) the perceived speed of forward translations (Experiment 2). Concerning the perception of rotation amplitude, we found that visual flow information gives rise to inaccurate and very variable estimations, with a systematic underestimation of rotations larger than 30 degrees. We also found that the accuracy of the estimations does not depend on the size of the FoV and that horizontal FoVs larger than 30 degrees do not improve the performance. Concerning speed perception, central FoVs smaller than 60 degrees gave rise to an underestimation of the visual speed. On the other hand, occluding the central area leaving only peripheral visual information available induced a systematic overestimation of visual speed, even when only the central 10 degrees of vision were occluded. Taken together, these results suggest that large FoVs are not required to estimate the amplitude of visual rotations about the vertical axis of the body, whereas central FoVs of at least 60 degrees are advisable when speed perception relies on visual flow information.}, web_url = {http://www.sciencedirect.com/science?_ob=MImg&_imagekey=B6TYG-4VGF3VR-1-19&_cdi=5618&_user=29041&_orig=browse&_coverDate=04%2F30%2F2009&_sk=999669997&view=c&wchp=dGLbVtb-zSkWA&md5=b4f2f6958b3f6f5de18521e4480a296f&ie=/sdarticle.pdf}, state = {published}, DOI = {10.1016/j.cag.2009.01.003}, author = {Pretto P{pretto}{Department Human Perception, Cognition and Action}, Ogier M{mogier}{Department Human Perception, Cognition and Action}, B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action} and Bresciani J-P{bresciani}{Department Human Perception, Cognition and Action}} } @Article{ 6094, title = {Using mobile group dynamics and virtual time to improve teamwork in large-scale collaborative virtual environments}, journal = {Computers & Graphics}, year = {2009}, month = {4}, volume = {33}, number = {2}, pages = {130-138}, abstract = {Mobile group dynamics (MGDs) assist synchronous working in collaborative virtual environments (CVEs), and virtual time (VT) extends the benefits to asynchronous working. The present paper describes the implementation of MGDs (teleporting, awareness and multiple views) and VT (the utterances of 23 previous users were embedded in a CVE as conversation tags), and their evaluation using an urban planning task. Compared with previous research using the same scenario, the new MGD techniques produced substantial increases in the amount that, and distance over which, participants communicated. With VT participants chose to listen to a quarter of the conversations of their predecessors while performing the task. The embedded VT conversations led to a reduction in the rate at which participants traveled around, but an increase in live communication that took place. Taken together, the studies show how CVE interfaces can be improved for synchronous and asynchronous collaborations, and highlight possibilities for future research.}, file_url = {/fileadmin/user_upload/files/publications/computersgraphics09_6094[0].pdf}, web_url = {http://www.sciencedirect.com/science?_ob=MImg&_imagekey=B6TYG-4VG5HY5-1-10&_cdi=5618&_user=29041&_pii=S0097849309000144&_orig=search&_coverDate=04%2F30%2F2009&_sk=999669997&view=c&wchp=dGLbVzb-zSkzk&md5=1da33bd23cab40845ffa464e4a4068a8&ie=/sdarticle.pdf}, state = {published}, DOI = {doi:10.1016/j.cag.2009.01.001}, author = {Dodds TJ{dodds}{Department Human Perception, Cognition and Action} and Ruddle RA{roy}} } @Article{ 5583, title = {Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection}, journal = {Computers and Graphics}, year = {2009}, month = {2}, volume = {33}, number = {1}, pages = {47-58}, abstract = {Vection is defined as the compelling sensation of illusory self-motion elicited by a moving sensory, usually visual, stimulus. This paper presents collected introspective data, user discomfort and perceived speed data for the experience of linear, circular, and curvilinear vection in a large-screen, immersive, virtual environment. As a first step we evaluated the effectiveness of a floor projection on the perception of vection for four trajectories: linear forward, linear backward, circular left, and circular right. The floor projection, which considerably extended the field of view, was found to significantly improve the introspective measures of linear, but not circular, vection experienced in a photo-realistic three-dimensional town. In a second study we investigated the differences between 12 different motion trajectories on the illusion of self-motion. In this study we found that linear translations to the left and right are perceived as the least convincing, while linear down is perceived as the most convincing of the linear trajectories. Second, we found that while linear forward vection is not perceived to be very convincing, curvilinear forward vection is reported to be as convincing as circular vection. In a third and final experiment we investigated the perceived speed for all different trajectories and acquired data based on simulator sickness questionnaires to compute a discomfort factor associated with each type of trajectory. Considering our experimental results, we offer suggestions for increasing the sense of self-motion in simulators and VE applications, specifically to increase the number of curvilinear trajectories (as opposed to linear ones) and, if possible, add floor projection in order to improve the illusory sense of self-motion.}, web_url = {http://www.sciencedirect.com/science?_ob=MImg&_imagekey=B6TYG-4V3SY6B-1-1M&_cdi=5618&_user=29041&_orig=browse&_coverDate=02%2F28%2F2009&_sk=999669998&view=c&wchp=dGLbVzz-zSkzV&md5=1d4}, state = {published}, DOI = {10.1016/j.cag.2008.11.008}, author = {Trutoiu LC{auract}, Mohler BJ{mohler}{Department Human Perception, Cognition and Action}, Schulte-Pelkum J{jsp}{Department Human Perception, Cognition and Action} and B\"ulthoff HH{hhb}{Department Human Perception, Cognition and Action}} } @Article{ 6952, title = {Experiment for the color idioms project}, journal = {Slovo i Tekst}, year = {2009}, month = {2}, volume = {9}, pages = {157-164}, state = {published}, author = {Volkova E{evolk}} } @Article{ WittLBACP2009, title = {The long road of pain: chronic pain increases perceived distance}, journal = {Experimental Brain Research}, year = {2009}, month = {1}, volume = {192}, number = {1}, pages = {145-148}, abstract = {Spatial perception is sensitive to the energetic costs required to perform intended actions. For example, hills look steeper to people who are fatigued or burdened by a heavy load. Similarly, perceived distance is also influenced by the energy required to walk or throw to a target. Such experiments demonstrate that perception is a function, not just of optical information, but also of the perceiver’s potential to act and the energetic costs associated with the intended action. In the current paper, we expand on the notion of “cost” by examining perceived distance in patients diagnosed with chronic pain, a multifactorial disease, which is experienced while walking. We found that chronic pain patients perceive target distances to be farther away compared with a control group. These results indicate the physical, and perhaps emotional, costs of chronic pain affect spatial perceptions.}, web_url = {http://www.springerlink.com/content/xl86w663526340g4/fulltext.pdf}, state = {published}, DOI = {10.1007/s00221-008-1594-3}, author = {Witt JK, Linkenauger SA{sally}, Bakdash JZ, Augustyn JA, Cook A and Proffitt DR} }