| In the external environment, motion state of observer called self-motion, visual system get outcome by analyzing the optical flow information, forming motion perception and a clue of self-motion, optical flow is the main input information based on its own judgment of the direction of movement, and produce the corresponding reaction. This process is a result of human beings and animals in order to adapt to the external environment, and it is extremely important for individual life and survival. At present, the majority of the visual stimuli in the study are using 3D glasses, the problem is that experimenters cannot threw himself into the virtual world completely, in solving this problem of the conventional methods we have encountered a bottleneck. The experimental system of virtual reality technology is used to solve the problem.Compared with the conventional 3D, virtual reality technology has its own characteristics, such as immersion, interactivity and imagination, etc. In this paper, we have briefly introduced the characteristics and application of virtual reality technology. Experimenters wearing 3D glasses are studied by experiment cannot be fully integrated into the experiment scene, makes experimenters are easy to receive other surrounding environment influence, the perception of visual stimulation is not very obvious, such experiments have led to self-motion is not comprehensive enough. Compared with the 3D glasses, using virtual reality technology to build a visually stimulating environment, and wearing virtual reality HMD is more suitable for self-motion research. Experimenters wearing virtual reality head-mounted display can have a feeling of being completely immersed in a virtual reality environment, only pay attention to the to a visual stimulus and avoid interference by outside information, observer under the different conditions by the same stimulation will produce different degrees of their movement.In order to further research self-motion, We need a comprehensive understanding of brain area associated with the direction of self-motion, prior studies have shown that middle temporal area, medial superior temporal area and ventral intraparietal area have a close relationship with self-motion. In this paper, we briefly introduce and summarize the brain area. Eye movements will have effect on recognizing the direction of self-motion, in order to reduce visual fatigue of the observers, we used head movement to replace eye movements. Visual stimulation is a system of white light emitting scatter in black background, these scatter use uniform motion toward the observers, namely, the distance between these scatter and the experimenter is getting closer. Two seconds later, these scatter changed their direction, namely, the distance between these scatter and the experimenter is getting father. Experimenters accept visual stimulation with Oculus Rift DK1, it is able to detect experimenter’s head movement with gyroscope. When experimenters rotate their heads, the screen of Oculus Rift DK1 will rotate corresponding angle. There are four modes in this paper, namely, head motion with head tracking, head motion without head tracking, camera motion without head motion and head tracking, without all the motion. Using Balance Board collected experimenters’ self-motion, Balance Board and PC transfer data via Bluetooth. MATLAB will calculate the approximate location of the experimenter’s the center of gravity in accordance with the collected pressure sensor data of Balance Board. Visual stimulation is longitudinal, therefore, we will analysis calculated y-axis data, assess the self-motion of experimenters.Finally, using Unity3 D, Oculus Rift DK1, Balance Board and MATLAB to verify the conjecture of self-motion in this paper. Visual stimulation great affect experimenter’s identification of self-motion and keeping balance, achieved the expected goals. |