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To Move or Not to Move?: The Challenge of Including Believable Self-Motion Cues in Virtual Reality Applications – Understanding Motion Cueing Generation in Virtual Reality

To Move or Not to Move?: The Challenge of Including Believable Self-Motion Cues in Virtual Reality Applications – Understanding Motion Cueing Generation in Virtual Reality

Sergio Casas, Cristina Portalés, Marcos Fernández
Copyright: © 2019 |Pages: 21
ISBN13: 9781522559122|ISBN10: 1522559124|EISBN13: 9781522559139
DOI: 10.4018/978-1-5225-5912-2.ch006
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MLA

Casas, Sergio, et al. "To Move or Not to Move?: The Challenge of Including Believable Self-Motion Cues in Virtual Reality Applications – Understanding Motion Cueing Generation in Virtual Reality." Cases on Immersive Virtual Reality Techniques, edited by Kenneth C.C. Yang, IGI Global, 2019, pp. 124-144. https://doi.org/10.4018/978-1-5225-5912-2.ch006

APA

Casas, S., Portalés, C., & Fernández, M. (2019). To Move or Not to Move?: The Challenge of Including Believable Self-Motion Cues in Virtual Reality Applications – Understanding Motion Cueing Generation in Virtual Reality. In K. Yang (Ed.), Cases on Immersive Virtual Reality Techniques (pp. 124-144). IGI Global. https://doi.org/10.4018/978-1-5225-5912-2.ch006

Chicago

Casas, Sergio, Cristina Portalés, and Marcos Fernández. "To Move or Not to Move?: The Challenge of Including Believable Self-Motion Cues in Virtual Reality Applications – Understanding Motion Cueing Generation in Virtual Reality." In Cases on Immersive Virtual Reality Techniques, edited by Kenneth C.C. Yang, 124-144. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-5912-2.ch006

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Abstract

This chapter deals with the problem of including motion cues in VR applications. From the challenges of this technology to the latest trends in the field, the authors discuss the benefits and problems of including these particular perceptual cues. First, readers will know how motion cues are usually generated in simulators and VR applications in general. Then, the authors list the major problems of this process and the reasons why its development has not followed the pace of the rest of VR elements (mainly the display technology), reviewing the motion vs. no-motion question from several perspectives. The general answer to this discussion is that motion cues are necessary in VR applications—mostly vehicle simulators—that rely on motion, although, unlike audio-visual cues, there can be specific considerations for each particular solution that may suggest otherwise. Therefore, it is of the utmost importance to analyze the requirements of each VR application before deciding upon this question.

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