Using Perceived Rotational Gain to Elicit a Lasting Effect using the CAVE2

AbstractLeveraging the stereo 3D and the 270 degree field of vision of the CAVE2 to create visualisations which a participant can interact with. The visualisations are altered with different kinds of gains.This study tries to measure the lasting effect of these aberations to a persons vision and the possibility of these being sustained for a period of time after exposure. This would prove value in the approach which can be adopted in the future for other studies. The approach could also find its applications in the field of rehabilitation.


Traditionally, The only way to alter a persons vision was to create contraptions using mirrors, different kinds of lenses and other instruments, but with the evolution of VR systems such as the Head Mounted display, occulus rift and CAVE2 simulations can be created and due to the immersive nature of these devices, a persons visual system can be altered. In this study, we create a visualisation of a hallway and add rotational and translational gains to the perspective of a participant. The participant has to navigate through the hallway for a certain amount of time. He/She is headtracked and the visualisation changes based on his/her movements. The translation gain is necessary since we have to avoid the subject walking into the walls of the cave. We track the rotation about the y axis in real world as well as the virtual world.



In this study we use the CAVE2 which is a approximately 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless passive stereo off-axis-optimized 3D LCD panels, a 36-node high-performance computer cluster, and a 20-speaker surround audio system. CAVE2 provides users with a 320-degree panoramic field of vision. The headtracking is done by the vaicon system which is a 10-camera optical tracking system which uses infrared techonlogy to capture motion. 3D glasses which have infrared pointers for tracking and enable the user to have a stereo 3D experience inside the cave.


We use Google sketchup to create the model for the stimulus. Unity3D and the getReal3D plugin for Unity3D by Mechdyne which is a plugin which allows Unity3D to be run on a cluster of displays to render the stimulus and the virtual environment surrounding it.



The Stimulus is a repetitive Serpentine Hallway created using Google Sketchup. Each fragment of this hallway is of 30 X 30 Feet measure and the total hallway consists of 9 such fragments stiched together.