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1 Multisensory Virtual Worlds
Enactive knowledge depends upon an action – perception cycle. Action
reveals information, which guides further action, which reveals additional
information, and so on. To be successful, action must be controlled. One
aspect of control is stability; precise perception and performance depend upon
the stable control of movement. This raises the question of the referents
for stability; stable relative to what? It also raises questions about
perceptual support for action: What perceptual information is required for
stable control of movement relative to appropriate referents?
We discuss the role of multisensory enactive technologies in supporting the
perception and control of the user’s actions. We argue that users must
simultaneously control aspects of their behavior relative to the virtual and
real environments. Thus users need to have perceptual information about
their motion relative to both real and virtual referents. Information about
these differential motions exists in higher-order, emergent patterns that extend
across different forms of stimulus energy (e.g., light, sound, forces), and is
not available in patterns within individual forms of energy. We have argued
(Stoffregen & Bardy, 2001) that perception and action are inherently
multisensory, and that their multisensory nature is irreducible. Here, we argue
that enactive interfaces can be enhanced if designers take into account
information that exists in emergent, higher-order properties of multisensory
stimulation.
2 Control in Virtual Worlds
2.1 Nested Actions
Consider a standing person using a head-mounted display in which a
head-tracker and a data glove are used to update the display in real
time. Upright posture must be maintained. Walking may be an
option. The user must control gaze, and position of the hands. These
tasks are interdependent. The position of the virtual hand, for example, is
influenced by movements of the real hand, but also by movements of the real arm,
and by movements of the real body in walking, and in body sway. Similarly,
the direction of gaze in the virtual environment is influenced by movements of
the head, torso, and limbs. In general, whole-body movements, such as
walking and body sway, have “ripple effects” on control of body segments, such
as the arm, hand, and head. Reciprocally, movements of perceptual and
effector systems (e.g., eyes, hands), impose constraints on the control of the
limbs and torso (Riccio & Stoffregen, 1988; Stoffregen et al.,
1999).
2.2 Relative motion and referents for movement
We move. Perception involves motions of receptor systems (often
including the whole body), and action involves motion of effectors (often
including the whole body). Thus, the perception and control of behavior is
largely equivalent to the perception and control of motion. Movements are
controlled and stabilized relative to some referents. To watch tennis, the
eyes must be stabilized relative to the moving ball. To stand, the body
must be stabilized relative to the gravito-inertial force
environment. Action and perception can be controlled relative to a myriad
of referents.
2.3 Multiple, Simultaneous Referents
Animals control different aspects of their behavior relative to different
referents (Riccio, 1995). A person moving relative to one referent but in
stasis relative to another, for example, may simultaneously control their
orientation and motion relative to both. Consider driving at constant
velocity. During turns, as the direction of balance changes relative to the
surface of the earth, the torso remains aligned with the direction of balance
(that is, it rotates as the direction of balance rotates), but the head and eyes
may maintain their orientation relative to the road (Figure 1). A similar
effect occurs in flight (Figure 2). During turns, the pilot must control
the orientation (and position) of the aircraft relative to the surface of the
earth (for navigation), while aircraft orientation must be maintained relative
to the direction of balance (for aerodynamic stability). In general, perception
and control relative to multiple, simultaneous referents is adaptive (Riccio,
1995).
Figure 1. We tend to align the torso with the direction of balance
(DOB), and the head relative to the road. During linear travel on a flat
road (A), these two referents have a fixed relation to each other. But
during turns (B), the DOB varies independent of the road, with the effect that
the torso and head may be oriented differently.
Figure 2. In aviation, the body tends to remain aligned with the
direction of balance (arrow), while the head may be aligned with the interior of
the aircraft, or with the ground, depending on the task.
We must select referents for the control of action. The selection of
referents should have a functional basis (Riccio, 1995), that is, it should
depend on the goals of action (e.g., a pilot who controls orientation relative
to the ground may lose aerodynamic control, and a pilot who controls navigation
relative to gravito-inertial force will get lost). One aspect of learning
to perform new tasks will be the determination of which referents are
relevant.
3 The Global Array
3.1 Direct perception of physical referents
In daily life, we control our actions relative to various aspects of the
environment, such as objects, surfaces, vehicles, and people. How does
perception operate to facilitate these actions? In this section, we
describe two theories of perception; the classical theory (indirect perception),
and the ecological theory (direct perception). Classically, perception and
motor control are assumed to depend upon internal referents, such as the retina
and cochlea. These internal, psychological referents for the description and
control of motion are known as sensory reference frames. Sensory reference
frames are necessary if sensory stimulation is ambiguous (i.e., impoverished)
with respect to external reality; in this case, our position and motion relative
to the physical world cannot be perceived directly, but can only be derived
indirectly from motion relative to sensory reference frames. Motion relative to
sensory reference frames often differs from motion relative to physical
reference frames (e.g., if the eye is moving relative to the external
environment). For this reason, sensory reference frames bear only an
indirect relation to physical reference frames. If perception and control
are based on sensory reference frames, then accuracy depends on the perceiver’s
ability to “fill in the gaps” between motion defined relative to sensory
reference frames and motion defined relative to physical reference
frames. Traditionally, this “filling in” is assumed to require inferential
cognitive processing.
The idea that sensory stimulation bears an ambiguous relation to physical
reality is an assumption, and it may be wrong. We claim that sensory
stimulation is lawfully determined in such a way that there exists a 1:1
correspondence between patterns of sensory stimulation and the underlying
aspects of physical reality (Gibson, 1979; Stoffregen & Bardy,
2001). That is, we assume that reality is specified in available sensory
stimulation. If this is true, then perception can be direct, in which case,
behavior can be perceived and controlled relative to physical referents; sensory
reference frames are not necessary.
3.2 A super-ordinate array
The concept of ambient arrays was developed in the context of single forms of
energy, and there is wide acceptance of the existence of (at least) the optic
array (Gibson, 1966) and the acoustic array (Stoffregen & Pittenger, 1995;
cf. Gaver, 1993). Ambient arrays in individual forms of energy are
subordinate components of a higher-order entity that we call the global array
(Stoffregen & Bardy, 2001). The global array consists of spatio-temporal
structure that extends across multiple forms of ambient energy.
The global array is structured by all events, objects, and surfaces that
structure single-energy arrays. In addition, the global array is structured
by events that do not structure single-energy arrays, including differential
motion relative to distinct physical referents. Some examples illustrate the
existence of information in patterns that extend across forms of
energy. These examples focus on patterns that extend across two or three
forms of energy. Our discussion in terms of a limited number of forms of ambient
energy is for clarity of presentation only.
Figure 3. Single-energy arrays (A) and the global array (B) as a vehicle
slows to a stop. A.U.: Arbitrary units.
Consider a situation in which an automobile slows to a stop. Figure 3a
shows the consequences of this motion for structure in the optic array and in
the gravito-inertial array. Optical structure is ambiguous with respect to
motion relative to the gravito-inertial environment: The same optical patterns
could be caused by deceleration of the body relative to the ground, or by
deceleration of an illuminated enclosure relative to a gravito-inertially
stationary observer. At the same time, gravito-inertial structure is
ambiguous with respect to the nature of the motion: The same patterns of
acceleration could be caused by deceleration to a stop, or by acceleration (in
the opposite direction) to a constant non-zero velocity. Figure 3b shows
the higher-order relation between optics and gravito-inertial force that exists
in the global array. This “optical-gravito-inertial pattern” specifies that
the observer is undergoing gravito-inertial deceleration relative to the
illuminated environment. An animal that was sensitive to this higher-order
pattern would be able to perceive its motion directly.
Structure in the global array can be formalized. Bingham and Stassen (1994)
identified information about the distance of illuminated objects from the
observer. The head and torso move forward and back during ordinary body
sway. These movements change stimulation of the visual, vestibular, and
somatosensory systems. The optical parameter t (the inverse of the relative
rate of dilation of a contour in the optic array) is influenced by the physical
time-to-contact, Tc, of the head with the distal object or
surface. However, Bingham and Stassen noted that optical flow created by
head motion is ambiguous with respect to distance unless there is independent
information about the velocity of head motion. Head movement structures
gravito-inertial patterns that are available to the vestibular
system. Thus, the higher-order relation between head velocity and optical
flow is unambiguously related to object distance:
tpv/T = (1/2p) (D/A), (Eq. 1)
where tpv is the value of t at the peak velocity of head motion, T is
the period of head oscillation, D the target distance, and A head movement
amplitude. This information is used for the perception of distance in
virtual environments (Bingham & Pagano, 1998; Bingham et al., 2000; Panerai
et al., 2002; Wickelgren et al, 2000).
To catch an object, we need information about when and where it will arrive.
Peper et al. (1994) identified a parameter in the global array that provides
information about the velocity of hand motion needed for interception:
Vh = (Xb - Xh) / t, (Eq. 2)
where Vh is the hand velocity necessary for catching, Xb is the object’s
instantaneous sideward position, Xh is the hand’s current position, and t is the
object’s Tc with the body’s fronto-parallel plane. Optical structure is
influenced by Xb and t, while mechanical stimulation is influenced by Xh, and so
the right side of Equation 2 constitutes a pattern in the global array.
The global array is not equivalent to the idea that a given piece of
information may be detected by more than one perceptual system, such as hearing
a musical rhythm or seeing the same rhythm by watching the performer. This
idea, that information can be redundant across modalities, is also known as
amodal specification. Intersensory redundancy exists, but does not consist
of or imply the higher order, superordinate patterns that consitute the global
array. For an extended discussion of this issue, see Stoffregen & Bardy
(2001, Section 3.3.
3.3 Simulation of Global Array Patterns
The global array provides information that can optimize perception and
performance, and (we claim) this information is not available in any other form
of sensory stimulation. Humans may detect informative global array
patterns, and they may routinely use this information for perception and
control, in both VE and daily life. These assertions place a premium on the
availability of relevant global array patterns to users of virtual worlds.
Because it is an emergent property of the various forms of ambient energy,
the global array does not need to be created. Rather, it is an inescapable
consequence of the existence of multisensory stimulation. Thus, VE
designers do not need to make special efforts to make the global array available
to users: The global array already is available to users. Rather than
attempting to create the global array, designers need to become aware of the
global array that already exists, and begin to understand how multisensory
displays structure the global array.
Consider research on the multisensory control of perception and action in
virtual environments. This work is built on the identification by Bingham
and Stassen (1994) of a global array pattern that provides information about the
distance of objects (Equation 1). By manipulating the properties of
single-energy displays, Bingham simultaneously manipulated the emergent global
array parameter that provides information about ego-centric distance. Bingham
has shown that VE users can detect this parameter of the global array (Bingham
& Pagano, 1998; Bingham et al., 2000; Panerai et al., 2002; Wickelgren et
al, 2000). For us, the essential aspect of this research program is the
initial identification of the relevant global array parameter (Bingham &
Stassen). This made it possible to construct laboratory situations in which
this parameter could be manipulated, and in which its perceptual salience and
utility for performance in virtual environments could be evaluated.
4 Applications of the Global Array in Enactive Virtual Worlds
If ordinary perception and control rely on the global array, then virtual
worlds that capitalize on this will have greater verisimilitude, better
subjective fidelity, faster learning, and better task performance. These
benefits should accrue for any virtual world that includes self-controlled
movement of the user.
We should begin by identifying the physical referents relative to which
various aspects of behavior should be controlled for a given task. This
will inform us about constraints on the control of action and will indicate the
dimensions of the global array that contain information for control. We
should next identify and formalize global array structures that provide
information about observer motion relative to these referents. Next,
multisensory enactive interface systems can be designed to make this information
accessible for users. Always, we need to remember that action is controlled
simultaneously relative to referents in both real and virtual worlds. For
this reason, relevant patterns in the global array will include but extend
beyond multisensory enactive interfaces, and perceptual exploration and pickup
will include but extend beyond interfaces.
References
Bingham, G.P. & Pagano, C.C. (1998). The necessity of a perception/action
approach t definite distance perception: Monocular distance perception to guide
reaching. Journal of Experimental Psychology: Human Perception and Performance ,
24, 145-168.
Bingham, G. P. & Stassen, M. G. (1994) Monocular egocentric distance
information generated by head movement. Ecological Psychology, 6,
219-238.
Bingham, G.P., Zaal, F., Robin, D. & Shull, J.A. (2000). Distortions in
definite distance and shape perception as measured by reaching without and with
haptic feedback. Journal of Experimental Psychology: Human Perception and
Performance, 26, 1436-1460.
Gaver, W. W. (1993). What in the world do we hear? An ecological
approach to auditory event perception. Ecological Psychology, 5, 1-30.
Gibson, J. J. (1986). The ecological approach to visual
perception. Mahwah, NJ: Lawrence Erlbaum Associates, Inc. [Original
work published in 1979]
Panerai, F., Cornilleau-Peres, V., & Droulez, J.
(2002). Contribution of extraretinal signals to the scaling of object
distance during self-motion. Perception & Psychophysics, 64,
717-731.
Peper, L., Bootsma, R. J., Mestre, D. R. & Bakker, F. C.
(1994) Catching balls: How to get the hand to the right place at the right
time. Journal of Experimental Psychology: Human Perception &
Performance, 20, 591-612.
Riccio, G. E. (1995) Coordination of postural control and vehicular
control: Implications for multimodal perception and simulation of
self-motion. In: Local applications of the ecologial approach to
human-machine systems, P. Hancock, J. Flach, J. Caird & K. Vicente
(Eds.). Lawrence Erlbaum Associates, Inc.
Riccio, G. E., & Stoffregen, T. A. (1991). An ecological theory of
motion sickness and postural instability. Ecological Psychology,
3, 195-240.
Smart, L. J., Stoffregen, T. A., & Bardy, B. G. (2002). Visually-induced
motion sickness predicted by postural instability. Human Factors, in
press.
Stoffregen, T. A., & Pittenger, J. B. (1995). Human echolocation as
a basic form of perception and action. Ecological Psychology, 7,
181-216.
Stoffregen, T. A., & Bardy, B. G. (2001). On specification and the
senses. Behavioral and Brain Sciences, 24, 195-261.
Stoffregen, T. A., Bardy, B. G. Smart, L. J., & Pagulayan, R. J.
(2002). On the nature and evaluation of fidelity in virtual
environments. In L. J. Hettinger and M. W. Haas (Eds.), Psychological
issues in the design and use of virtual and adaptive environments. Mahwah,
NJ: Lawrence Erlbaum Associates, Inc. In press.
Stoffregen, T. A., Hettinger, L. J., Haas, M. W., Roe, M., & Smart, L. J.
(2000). Postural instability and motion sickness in a fixed-base flight
simulator. Human Factors, 42, 458-469.
Stoffregen, T. A., & Smart, L. J. (1998). Postural instability
precedes motion sickness. Brain Research Bulletin, 47, 437-448.
Wickelgren, E. A., McConnell, D. S., & Bingham, G. P.
(2000). Reaching meaures of monocular distance perception: Forward versus
side-to-side head movements and haptic feedback. Perception &
Psychophysics, 65, 1051-1059.
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About invariants in perception
(0 réponses)
Antonio Frisoli, 5 juin 2004 7:34 UT
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Practical issues related to simulators
(4 réponses)
Emilio Sánchez, 3 juin 2004 17:17 UT
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Question 
Georg Essl
3 juin 2004 1:18 UT
How can this approach account for potential patterns in the global array which are important for action but which don't necessarily relate to full-body motion? E.g., in bowing a string, you both feel and hear the results of the friction between bow and string. Understanding what is a good and a bad bow stroke is as much about understanding the frictional components of bowing as it is about understanding the acoustic properties of a violin - it doesn't take an expert to hear when a bow is slipping uncontrollably on a string. Is it possible that such knowledge is represented in some way in the global array? Or is the relationship between the sound and feel of friction an example of an amodal property which is available to more than one sense but is of a lower order than properties relevant to the global array?
--Sile (posted by Georg Essl)
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1 reponse à Question:
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Bowing in the global array
Thomas Stoffregen, 3 juin 2004 21:54 UT
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What about ACTION?
(1 réponse)
John Stewart, 2 juin 2004 15:32 UT
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ILLUSIONS AND ERRORS
(1 réponse)
Elena Pasquinelli, 31 mai 2004 14:35 UT
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WHAT IS AN ILLUSION?
(1 réponse)
Elena Pasquinelli, 26 mai 2004 15:53 UT
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One to one + temporal structure
(5 réponses)
Charlotte Magnusson, 26 mai 2004 8:16 UT
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A haptic array as well?
(2 réponses)
Roberto Casati, 25 mai 2004 9:30 UT
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