Franck Caniard

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Despite recent technological advances, convincing self-motion simulation in Virtual Reality (VR) is difficult to achieve, and users often suffer from motion sickness and/or disorientation in the simulated world. Instead of trying to simulate self-motions with physical realism (as is often done for, e.g., driving or flight simulators), we propose in this(More)
This study investigated whether the visually induced selfmotion illusion (“circular vection”) can be enhanced by adding a matching auditory cue (the sound of a fountain that is also visible in the visual stimulus). Twenty observers viewed rotating photorealistic pictures of a market place projected onto a curved projection screen (FOV: 54 ̊x45 ̊). Three(More)
“Circular vection” refers to the illusion of self-motion induced by rotating visual or auditory stimuli. Visually induced vection can be quite compelling, and the illusion has been investigated extensively for over a century. Rotating auditory cues can also induce vection, but only in about 25-60% of blindfolded participants (Lackner, 1977; Larsson et al.,(More)
Local motion is known to produce strong illusory displacement in the perceived position of globally static objects. For example, if a dot-cloud or grating drifts to the left within a stationary aperture, the perceived position of the whole aperture will also be shifted to the left. Previously, we used a simple tracking task to demonstrate that active(More)
When the sine-wave grating of a Gabor patch drifts to the left or right, the perceived position of the entire object is shifted in the direction of local motion. In the current paper, we explored whether active control of the physical position of the patch can overcome such motion induced illusory displacement. We created a simple computer game and asked(More)
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