Vection, illusory translation and/or rotation sensations, has been studied extensively in the context of virtual environments. Past work focusing on illusory rotation sensations has focused almost exclusively on rotations aligned with the cardinal rotational axes of the head (i.e., on-axis rotations), which is problematic because it does not fully translate to the real world and virtual environments as rotations are...
✦ The floor
Discussion
Signed responses from readers of the wire.
No actionable change — this is basic multisensory/vestibular science with no direct clinical protocol implications at this stage.
Deepening the understanding of visual-vestibular interaction in virtual environments may eventually inform vestibular rehabilitation tools and VR-based balance therapy design.
- 01Off-axis visual rotations in VR can induce pitch vection — a convincing illusion of self-rotation.
- 02Findings contribute to multisensory research on how vision and the vestibular system interact.
- 03Results are relevant to the design of VR environments used in vestibular research and rehabilitation.
- 04Study is published in a peer-reviewed journal focused on multisensory/perceptual science.
- 05No direct clinical or hearing-aid application is established at this stage.
Off-axis visual rotations in virtual environments can induce illusory pitch rotation sensations (pitch vection).
studyunclear- PMID
- 42648720
- DOI
- 10.1163/22134808-bja10206.
- Journal
- Multisensory Research
- Publication type
- research_article
- Evidence level
- 4
- Population
- Participants exposed to off-axis visual rotation stimuli in virtual environments (population details not fully specified in abstract)
- Intervention
- Off-axis visual rotations presented within virtual reality environments
Primary outcomes
Magnitude or intensity of pitch vection (illusory self-rotation sensation)