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Exploring artistic possibilities of sensory fusion of color and music 探索色彩与音乐感官融合的艺术可能性
A. Fukumoto, K. Tsukada, J. Kurumizawa, DongSheng Cai
Many scientists and artists explored association between color and music applying various theories (eg., perceptional experiments and tone-color correspondence schemes)._For example, Scriabin, and Kandinsky explored the artistic possibilities of the simultaneous playing of colors and music by playing color organ. They explored the emotional and perceptual dynamics of simultaneous presentations of color and sound.
许多科学家和艺术家运用各种理论探索颜色与音乐之间的联系。,感知实验和色调对应方案)。例如,斯克里亚宾和康定斯基通过演奏彩色风琴探索了同时演奏颜色和音乐的艺术可能性。他们探索了同时呈现颜色和声音的情感和感知动态。
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引用次数: 0
Virtual shapers & movers: form and motion affect sex perception 虚拟塑形器和移动器:形状和运动影响性知觉
R. Mcdonnell, S. Jörg, J. Hodgins, F. Newell, C. O'Sullivan
An experiment to determine factors that influence the perceived sex of virtual characters was conducted. Four different model types were used: highly realistic male and female models, an androgynous character, and a point light walker. Three different types of motion were applied to all models: motion captured male and female walks, and neutral synthetic walks. We found that both form and motion influence sex perception for these characters: for neutral synthetic motions, form determines perceived sex, whereas natural motion affects the perceived sex of both androgynous and realistic forms. These results have implications on variety and realism when simulating large crowds of virtual characters.
通过实验确定影响虚拟角色感知性别的因素。使用了四种不同的模型类型:高度逼真的男性和女性模型,雌雄同体的角色和点光步行者。三种不同类型的运动应用于所有模型:动作捕捉的男性和女性行走,以及中性合成行走。我们发现形式和动作都会影响这些角色的性别感知:对于中性合成动作,形式决定感知性别,而自然动作影响雌雄同体和现实形式的感知性别。这些结果对模拟大量虚拟角色时的多样性和现实性具有启示意义。
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引用次数: 32
Distortion in 3D shape estimation with changes in illumination 光照变化引起的三维形状估计失真
F. Caniard, R. Fleming
In many domains it is very important that observers form an accurate percept of 3-dimensional structure from 2-dimensional images of scenes or objects. This is particularly relevant for designers who need to make decisions concerning the refinement of novel objects that haven't been physically built yet. This study presents the results of two experiments whose goal was to test the effect of lighting direction on the shape perception of smooth surfaces using shading and lighting techniques commonly used in modeling and design software. The first experiment consisted of a 2 alternate forced choice task which compared the effect of the amount of shape difference between smooth surfaces lit by a single point light with whether the position of the light sources were the same or different for each surface. Results show that, as the difference between the shapes decreased, participants were more and more biased towards choosing the match shape lit by the same source as the test shape. In the second experiment, participants had to report the orientation at equivalent probe locations on pairs of smooth surfaces presented simultaneously, using gauge figures. The surfaces could either be the same or slightly different and the light source of each shape could either be at the same relative location or offset by 90° horizontally. Participants reported large differences in surface orientation when the lighting condition was different, even when the shapes were the same, confirming the first results. Our findings show that lighting conditions can have a strong effect on 3-dimensional perception, and suggest that great care should be taken when projection systems are used for 3D visualisation where an accurate representation is required, either by carefully choosing lighting conditions or by using more realistic rendering techniques.
在许多领域,观察者从场景或物体的二维图像中形成对三维结构的准确感知是非常重要的。这对于设计师来说尤其重要,因为他们需要对尚未实际建造的新物体进行改进。本研究展示了两个实验的结果,其目的是测试照明方向对光滑表面形状感知的影响,使用建模和设计软件中常用的阴影和照明技术。第一个实验包括两个交替的强迫选择任务,比较单点光源照射光滑表面的形状差异量与光源位置相同或不同对每个表面的影响。结果表明,随着形状之间差异的减小,参与者越来越倾向于选择与测试形状相同光源照亮的匹配形状。在第二个实验中,参与者必须报告在同时呈现的一对光滑表面上相等的探针位置的方向,使用量规图。表面可以相同或略有不同,每种形状的光源可以在相同的相对位置或水平偏移90°。参与者报告说,当光照条件不同时,即使形状相同,物体的表面方向也会有很大差异,这证实了第一个结果。我们的研究结果表明,照明条件会对三维感知产生强烈影响,并建议当投影系统用于需要准确表示的3D可视化时,应该非常小心,要么仔细选择照明条件,要么使用更逼真的渲染技术。
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引用次数: 34
On seeing and rendering colour gradients 关于看到和呈现颜色渐变
A. Ruppertsberg, A. Hurlbert, Marina Bloj
Ten years ago Greenberg and colleagues presented their framework for realistic image synthesis [Greenberg et al. 1997], aiming "to develop physically based lighting models and perceptually based rendering procedures for computer graphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images", paraphrasing Sutherland's 'ultimate display' [Sutherland 1965]. They specifically encouraged vision researchers to use natural, complex and three-dimensional (3D) visual displays to get a better understanding of human vision and to develop more comprehensive visual models for computer graphics that will improve the efficiency of algorithms. In this paper we follow Greenberg et al.'s directive and analyse colour and luminance gradients in a complex 3D scene. The gradients arise from changes in the light source position and orientation of surfaces. Information in image gradients could apprise the visual system about intrinsic surface reflectance properties or extrinsic illumination phenomena, including shading, shadowing and inter-reflections. Colour gradients induced by inter-reflection may play a similar role to that of luminance gradients in shape-from-shading algorithms; it has been shown that 3D shape perception modulates the influence of inter-reflections on surface colour perception [Bloj et al. 1999]. Here we report a psychophysical study in which we tested whether observers were able to discriminate between gradients due to different light source positions and found that observers reliably detected a change in the gradient information when the light source position differed by only 4 deg from the reference scene (Experiment 1). This sensitivity was mainly based on the luminance information in the gradient (Experiment 2 and 3). We conclude that for a realistic impression of a scene a global illumination algorithm should model the luminance component of inter-reflections accurately, whereas it is less critical to accurately represent the spatial variation in chromaticity.
十年前,Greenberg及其同事提出了他们的现实图像合成框架[Greenberg等人,1997],旨在“开发基于物理的照明模型和基于感知的计算机图形渲染程序,这些程序将产生在视觉上和可测量上与现实世界图像无法区分的合成图像”,转述Sutherland的“终极显示”[Sutherland 1965]。他们特别鼓励视觉研究人员使用自然、复杂和三维(3D)视觉显示来更好地理解人类视觉,并为计算机图形学开发更全面的视觉模型,从而提高算法的效率。在本文中,我们遵循格林伯格等人的指令和分析颜色和亮度梯度在一个复杂的3D场景。这些梯度是由光源位置和表面方向的变化引起的。图像梯度中的信息可以告知视觉系统表面的固有反射特性或外部照明现象,包括明暗、阴影和互反射。在形状-阴影算法中,由相互反射引起的颜色梯度可能起到与亮度梯度相似的作用;三维形状感知调节了相互反射对表面颜色感知的影响[Bloj et al. 1999]。这里我们报告一个心理物理的研究中,我们测试了是否观察员能够区分梯度由于不同光源位置,发现观察家可靠地检测到的变化当光源位置不同的梯度信息只有4度的参考场景(实验1)。这个敏感性主要是基于亮度梯度信息(实验2和3)。我们认为现实的一个场景一个全球的印象光照算法应准确地模拟间反射的亮度分量,而准确地表示色度的空间变化则不那么重要。
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引用次数: 3
Orthographic and perspective projection influences linear vection in large screen virtual environments 在大屏幕虚拟环境中,正射影和透视投影影响线性向量
Laura C. Trutoiu, Silvia-Dana Marin, B. Mohler, C. Fennema
Vection is defined as the visually induced illusion of self motion [Fischer and Kornmüller 1930]. Previous research has suggested that linear vection (the illusion of self-translation) is harder to achieve than circular vection (the illusion of self-rotation) in both laboratory settings (typically using 2D stimuli such as black and white stripes) [Rieser 2006] and virtual environment setups [Schulte-Pelkum 2007; Mohler et al. 2005]. In real a life situation when experiencing circular vection all objects rotate around the observer with the same angular velocity. For linear motion, however, the change in the oberver position results in a change in the observed position of closer objects with respect to farther away objects or the background. This phenomenon, motion parallax, provides pictorial depth cues as closer objects appear to be moving faster compared to more distant objects.
向量被定义为视觉诱导的自我运动幻觉[Fischer and kornm ller 1930]。先前的研究表明,在实验室设置(通常使用二维刺激,如黑白条纹)[Rieser 2006]和虚拟环境设置[Schulte-Pelkum 2007;Mohler et al. 2005]。在现实生活中,当经历圆矢量时,所有物体都以相同的角速度围绕观察者旋转。然而,对于直线运动,观测者位置的变化导致较近物体相对于较远物体或背景的观察位置发生变化。这种现象,运动视差,提供了图像深度线索,因为较近的物体看起来比较远的物体移动得更快。
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引用次数: 3
Exploring large virtual environments with an HMD when physical space is limited 当物理空间有限时,使用HMD探索大型虚拟环境
B. Sanders, G. Narasimham, B. Rump, T. McNamara, T. Carr, J. Rieser, Bobby Bodenheimer
Virtual Environments presented through head-mounted displays (HMDs) are often explored on foot. Exploration on foot is useful since the afferent and efferent cues of physical locomotion aid spatial awareness. However, the size of the virtual environment that can be explored on foot is limited to the dimensions of the tracking space of the HMD unless other strategies are used. This paper presents a system for exploring a large virtual environment on foot when the size of the physical surroundings is small by leveraging people's natural ability to spatially update. This paper presents three methods of "resetting" users when they reach the physical limits of the HMD tracking system. Resetting involves manipulating the users' location in physical space to move them out of the path of the physical obstruction while maintaining their spatial awareness of the virtual space.
通过头戴式显示器(hmd)呈现的虚拟环境通常是徒步探索。徒步探索是有用的,因为身体运动的传入和传出线索有助于空间意识。然而,除非使用其他策略,否则步行可以探索的虚拟环境的大小仅限于HMD的跟踪空间的尺寸。本文提出了一种利用人的自然空间更新能力,在物理环境较小的情况下,徒步探索大型虚拟环境的系统。本文介绍了当用户达到HMD跟踪系统的物理极限时“重置”用户的三种方法。重置包括操纵用户在物理空间中的位置,将他们移出物理障碍物的路径,同时保持他们对虚拟空间的空间意识。
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引用次数: 224
Dynamic range and visual perception 动态范围和视觉感知
G. Ward
Broadly speaking, the human visual system attempts to discount illumination so it can extract surface shapes and reflectance characteristics, independent of one's surroundings. This elucidates the purpose of vision, to quickly identify and categorize objects so the higher brain can seek opportunities and avoid obstacles and dangers that may be present. Low-level visual processing lies at the very root of survival, and is the product of hundreds of millions of years of animal evolution. It could be said that vision works to circumvent lighting.
一般来说,人类的视觉系统试图忽略光照,这样它就可以提取表面形状和反射特性,而不受周围环境的影响。这阐明了视觉的目的,即快速识别和分类物体,以便高级大脑可以寻找机会,避免可能存在的障碍和危险。低级的视觉处理是生存的根本,是动物数亿年进化的产物。可以说,视觉的作用是规避光照。
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引用次数: 0
Cognitive evaluation of uncertainty visualization methods for decision making 不确定性可视化决策方法的认知评价
M. Riveiro
Uncertainty constitutes a major obstacle to effective decision making. This work presents perceptual and cognitive principles from Tufte, Chambers and Bertin as well as results from user experiments for the theoretical evaluation of uncertainty visualization techniques that aid decision making. These principles can be used in future theoretical evaluations of existing or newly developed uncertainty visualization methods before usability testing with actual users.
不确定性是有效决策的主要障碍。这项工作提出了来自Tufte, Chambers和Bertin的感知和认知原则,以及来自用户实验的结果,用于帮助决策的不确定性可视化技术的理论评估。在对实际用户进行可用性测试之前,这些原则可以用于对现有或新开发的不确定性可视化方法的未来理论评估。
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引用次数: 2
A perceptual approach to trimming unstructured lumigraphs 一种修剪非结构化光图的感知方法
Y. Morvan, C. O'Sullivan
We present a novel perceptual method to reduce the visual redundancy of unstructured lumigraphs, an image based representation designed for interactive rendering. We combine features of the unstructured lumigraph algorithm and image fidelity metrics to efficiently rank the perceptual impact of the removal of sub-regions of input views (sub-views). We use a greedy approach to estimate the order in which sub-views should be pruned to minimize perceptual degradation at each step. Renderings using varying numbers of sub-views can then be easily visualized with confidence that the retained sub-views are well chosen, thus facilitating the choice of how many to retain. The regions of the input views that are left are repacked into a texture atlas. Our method takes advantage of any scene geometry information available but only requires a very coarse approximation. We perform a user study to validate its behaviour, as well as investigate the impact of the choice of image fidelity metric. The three metrics considered fall in the physical, statistical and perceptual categories. The overall benefit of our method is the semi-automation of the view selection process, resulting in unstructured lumigraphs that are thriftier in texture memory use and faster to render. (Note to reviewers: a video is available at http://isg.cs.tcd.ie/ymorvan/paper37.avi. The figure occupying the ninth page is intended to appear on a color plate.)
我们提出了一种新的感知方法来减少非结构化光图的视觉冗余,这是一种基于图像的交互式呈现方法。我们将非结构化lumigraph算法的特征与图像保真度度量相结合,以有效地对输入视图的子区域(子视图)的移除的感知影响进行排名。我们使用贪婪的方法来估计子视图应该被修剪的顺序,以最小化每一步的感知退化。使用不同数量的子视图的效果图可以很容易地可视化,并确信保留的子视图是精心选择的,从而便于选择保留多少子视图。剩下的输入视图区域被重新打包到纹理图集中。我们的方法利用了任何可用的场景几何信息,但只需要一个非常粗糙的近似。我们进行了一项用户研究来验证其行为,并调查了图像保真度度量选择的影响。所考虑的三个指标分为物理、统计和感知三类。我们的方法的总体好处是视图选择过程的半自动化,导致非结构化的lumigraphs在纹理内存使用方面更节省,渲染速度更快。(评论者注意:视频可以在http://isg.cs.tcd.ie/ymorvan/paper37.avi上找到。占据第九页的图形是要出现在彩板上的。)
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引用次数: 2
Perception and prediction of simple object interactions 简单物体交互的感知和预测
M. Nusseck, J. Lagarde, B. Bardy, R. Fleming, H. Bülthoff
For humans, it is useful to be able to visually detect an object's physical properties. One potentially important source of information is the way the object moves and interacts with other objects in the environment. Here, we use computer simulations of a virtual ball bouncing on a horizontal plane to study the correspondence between our ability to estimate the ball's elasticity and to predict its future path. Three experiments were conducted to address (1) perception of the ball's elasticity, (2) interaction with the ball, and (3) prediction of its trajectory. The results suggest that different strategies and information sources are used for passive perception versus actively predicting future behavior.
对于人类来说,能够直观地检测物体的物理特性是很有用的。一个潜在的重要信息来源是物体在环境中移动和与其他物体交互的方式。在这里,我们使用计算机模拟一个在水平面上弹跳的虚拟球来研究我们估计球的弹性和预测其未来路径的能力之间的对应关系。进行了三个实验来解决(1)球的弹性感知,(2)与球的相互作用,以及(3)预测其轨迹。结果表明,被动感知与主动预测未来行为使用了不同的策略和信息来源。
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引用次数: 27
期刊
Proceedings of the 4th symposium on Applied perception in graphics and visualization
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