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

20
Q

what are the three semicircular canals

A

horizontal, anterior, posterior

21
Q

how many degrees of freedom do the semicircular canals have

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

25
what is the response of semicircular canals to constant velocity
no response, fluid catches up to movement
26
einsteins equivalence principle (3 properites
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
what is the somatogravic illusion
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
otoliths contribute to what
angular motion sensing (if rotate outside horizontal plane, can tell about rotation)
29
canals contribute to what
linear motion sensing (info about how it is tilted - estimation and subtraction of gravity)
30
canal otolith fusion
otolith contributes to angular motion sensing and canals contibue to linear motion sensing
31
vestibuloocular reflex consists of what
3 neurons, 2 synapses, 10 ms
32
vestibulocollic reflex
when you move an owl around and they dont move their head along with their body
33
vestibulo spinal reflexes
postural reflexes - project to anti gravity muscles in the legs
34
vestibular perception of rotation (angular) or translation (linear) thresholds
did you rotate left or right, did you move left or right
35
self motion in the real world stimulates both
visual and vestibular systems
36
in vr, there is visual self motion (optic flow) int he absense of what
vesibular stimulation
37
vection is the sense of self motion induced by wht
vision - lead to simulator sickness
38
3 causes of vestibular visual conflict
vehicle travle, visual displays, vestibular dysfunction
39
3 consequencs of visual vestibular conflict
dizziness and vertigo, nausea, other physiological responses
40
what two hypotheses were formed to answer why conflict leads to sickness
poison and antomical coincidence
41
ways to avoid simulator sickenss
reduce visual optic flow (fov reduction), artifical vestibular stimulation (galvanic vestibular stimulation), simtulate motions below vestibular threshold (constant os lowly changing velcity)