Chapter 7 Flashcards

1
Q

3 things physics of motion is used for

A

tracking head motion, by the virtual world generator for rendering virtual scenes, to understand vestibular function and perception

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2
Q

velocity is what

A

a change in position over time

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3
Q

what is acceleration

A

chagne in velocity over time

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4
Q

relation of position to velocity to acceleration

A

derivatives and integrals of each other

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5
Q

3d motion position defined by what

A

3 coordinates (xyz)

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6
Q

3d motion velocity defined by what

A

3 coordinates (vx, vy, vz)

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7
Q

3d motion can be represented by what

A

vector

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8
Q

what does the length of 3d motion velocity equate to

A

3d speed

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9
Q

angular velocity is what

A

omega (derivative of time)

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10
Q

angular acceleration is what

A

alpha (?) (derivative of omega over time)

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11
Q

3D angular motion can be represented by what

A

vector

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12
Q

what does the direction of the vector representing 3D angular motion represent

A

axis of rotation

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13
Q

what does the magnitude of the vector representing 3D angular motion represent

A

speed of rotation

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14
Q

what are inertial measurement units int he head used for (3things)

A

control reflexive eye movements, balance and posture (reflexive and not), perception of self motion and position like spatial orientation and navigation

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15
Q

vestibular organs have separate organs for what two things

A

rotation and translation

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16
Q

vestibular organs transduce head what

A

acceleration

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17
Q

semicircular canals response during vestibular transduction

A

decay for constant velocity stimulus (sensitivity to 1 deg/s)

18
Q

otolith response to vestibular trasnduction

A

respond to linear acceleration and gravity (sensitivity of 5 cm/s2

19
Q

each hair in the ear is sensitivite to waht

A

1D motion

20
Q

what are the three semicircular canals

A

horizontal, anterior, posterior

21
Q

how many degrees of freedom do the semicircular canals have

A

3 dof

22
Q

what are the 3 properties of the three canals

A

left and right canals are paired, respond oppositely, push and pull system

23
Q

how many planes are the otoliths comprised of

A

2 planes - sagittal (veritcal) and horizontal (transverse)

24
Q

how many degrees of freedom do the otoliths have

A

3 dof

25
Q

what is the response of semicircular canals to constant velocity

A

no response, fluid catches up to movement

26
Q

einsteins equivalence principle (3 properites

A

gravity and inertial forces due to acceleration are equivalent, linear accelerometer can only measure their sum, gravito interial force is the sum of forces acting on a body

27
Q

what is the somatogravic illusion

A

when you accelerate forward while sitting upright (graviaty, interial force, gravitor inertial force), you perceive not to accelerate and to experience a backward tilt (gravity and gravitointerial)

28
Q

otoliths contribute to what

A

angular motion sensing (if rotate outside horizontal plane, can tell about rotation)

29
Q

canals contribute to what

A

linear motion sensing (info about how it is tilted - estimation and subtraction of gravity)

30
Q

canal otolith fusion

A

otolith contributes to angular motion sensing and canals contibue to linear motion sensing

31
Q

vestibuloocular reflex consists of what

A

3 neurons, 2 synapses, 10 ms

32
Q

vestibulocollic reflex

A

when you move an owl around and they dont move their head along with their body

33
Q

vestibulo spinal reflexes

A

postural reflexes - project to anti gravity muscles in the legs

34
Q

vestibular perception of rotation (angular) or translation (linear) thresholds

A

did you rotate left or right, did you move left or right

35
Q

self motion in the real world stimulates both

A

visual and vestibular systems

36
Q

in vr, there is visual self motion (optic flow) int he absense of what

A

vesibular stimulation

37
Q

vection is the sense of self motion induced by wht

A

vision - lead to simulator sickness

38
Q

3 causes of vestibular visual conflict

A

vehicle travle, visual displays, vestibular dysfunction

39
Q

3 consequencs of visual vestibular conflict

A

dizziness and vertigo, nausea, other physiological responses

40
Q

what two hypotheses were formed to answer why conflict leads to sickness

A

poison and antomical coincidence

41
Q

ways to avoid simulator sickenss

A

reduce visual optic flow (fov reduction), artifical vestibular stimulation (galvanic vestibular stimulation), simtulate motions below vestibular threshold (constant os lowly changing velcity)