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Published on: August 22, 2025
The effect of gain adaptation on perception and posture
Xue Teng1,2, Laurie M Wilcox3,4, Robert S Allison5,3
1Department of Electrical Engineering and Computer Science, York University, Toronto, ON, Canada. xueteng@yorku.ca.
Virtual Reality (VR) motion simulation is difficult. This study found that while people adapt to altered motion scaling, their sense of stationary point (PSS) during active self-motion remains stable, unlike postural sway responses.
Area of Science:
- Human-Computer Interaction
- Virtual Reality
- Perception and Motor Control
Background:
- Consistent motion simulation in Virtual Reality (VR) is challenging due to tracking and locomotion limitations.
- Scaling motion between physical and virtual environments affects user perception and stability.
Purpose of the Study:
- To investigate how adaptation to different motion scaling gains in VR affects the point of subjective stationarity (PSS) during active self-motion.
- To examine changes in postural sway (in dark and visually-induced) after adapting to varying motion gains.
Main Methods:
- Participants adapted to normal, reduced, and increased motion gain levels in VR.
- Measured point of subjective stationarity (PSS) during active self-motion.
- Measured postural sway in the dark and visually-induced sway during quiet stance before and after adaptation.
Main Results:
- Point of subjective stationarity (PSS) during active self-motion did not change with adaptation gain.
- Postural sway, particularly visually-induced sway, was modulated after adapting to non-unity gains.
- Baseline postural sway in the dark (left-right) increased after adapting to normal gain VR motion.
Conclusions:
- Active self-motion in VR provides robust somatosensory feedback, maintaining a consistent PSS despite gain adaptation.
- Postural responses, especially visually-induced sway, recalibrate differently and may operate independently of immediate perceptual shifts.
- Findings suggest distinct mechanisms for perceptual adaptation and postural control in VR environments.
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