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Proceedings of the 15th ACM Symposium on Applied Perception 第15届美国计算机学会应用感知研讨会论文集
Pub Date : 2018-08-10 DOI: 10.1145/3225153
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引用次数: 1
Investigating perception time in the far peripheral vision for virtual and augmented reality 研究虚拟现实和增强现实中远周边视觉的感知时间
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225160
Xuetong Sun, A. Varshney
Far peripheral vision (beyond 60° eccentricity) is beginning to be supported in the latest virtual and augmented reality (VR and AR) headsets. This benefits the VR and AR experiences by allowing a greater amount of information to be conveyed, reducing visual clutter, and enabling subtle visual attention management. However, the visual properties of the far periphery are different from those of the central vision, because of the physiological differences between the areas on the visual cortex responsible for the respective vision types. In this paper, we investigate the perception time in the far peripheral vision, specifically the time it takes for a user to perceive a pattern at a high eccentricity. We have characterized the perception time in the far peripheral vision by conducting a user study on 40 participants in which the participants distinguish between two types of patterns displayed at several sizes and at various eccentricities in their field of view. Our results show that at higher eccentricities, participants take longer to perceive a pattern. Based on user study data, we are able to characterize the desired scaling of patterns at higher eccentricities, so that they can be perceived within a similar amount of time as in the central vision.
最新的虚拟现实和增强现实(VR和AR)头显开始支持远周边视觉(超过60°偏心)。这有利于VR和AR体验,允许更多的信息被传达,减少视觉混乱,并实现微妙的视觉注意力管理。然而,由于视觉皮层上负责不同视觉类型的区域之间的生理差异,远周视觉的视觉特性与中心视觉的视觉特性是不同的。在本文中,我们研究了远周边视觉的感知时间,特别是用户在高偏心率下感知图案所需的时间。我们通过对40名参与者进行用户研究,对远周边视觉的感知时间进行了表征,参与者在他们的视野中区分两种不同尺寸和不同偏心度的模式。我们的研究结果表明,在较高的偏心率下,参与者需要更长的时间来感知一个模式。基于用户研究数据,我们能够在更高的偏心率下描述所需的模式缩放,以便在与中央视觉相似的时间内感知它们。
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引用次数: 13
Perceptual adjustment of eyeball and pupil diameter jitter amplitudes for virtual characters 虚拟人物眼球和瞳孔直径抖动幅度的感知调节
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3243895
S. Jörg, A. Duchowski, Krzysztof Krejtz, Anna Niedzielska
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引用次数: 1
A comparison of eye-head coordination between virtual and physical realities 虚拟现实与物理现实的眼-头协调比较
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225157
Kevin P. Pfeil, E. Taranta, Arun K. Kulshreshth, P. Wisniewski, J. Laviola
Past research has shown that humans exhibit certain eye-head responses to the appearance of visual stimuli, and these natural reactions change during different activities. Our work builds upon these past observations by offering new insight to how humans behave in Virtual Reality (VR) compared to Physical Reality (PR). Using eye- and head- tracking technology, and by conducting a study on two groups of users - participants in VR or PR - we identify how often these natural responses are observed in both environments. We find that users statistically move their heads more often when viewing stimuli in VR than in PR, and VR users also move their heads more in the presence of text. We open a discussion for identifying the HWD factors that cause this difference, as this may not only affect predictive models using eye movements as features, but also VR user experience overall.
过去的研究表明,人类对视觉刺激表现出一定的眼头反应,这些自然反应在不同的活动中会发生变化。我们的工作建立在这些过去的观察基础上,提供了与物理现实(PR)相比,人类在虚拟现实(VR)中的行为方式的新见解。通过使用眼球和头部追踪技术,并对两组用户(VR和PR的参与者)进行研究,我们确定了在这两种环境中观察到这些自然反应的频率。我们发现,从统计数据来看,用户在VR中观看刺激时比在PR中更频繁地移动头部,VR用户在文本出现时也更频繁地移动头部。我们开始讨论确定导致这种差异的HWD因素,因为这不仅会影响以眼球运动为特征的预测模型,还会影响整体的VR用户体验。
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引用次数: 23
Touch with foreign hands: the effect of virtual hand appearance on visual-haptic integration 异手触摸:虚拟手的外观对视觉-触觉整合的影响
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225158
V. Schwind, Lorraine Lin, Massimiliano Di Luca, S. Jörg, James M. Hillis
Hand tracking and haptics are gaining more importance as key technologies of virtual reality (VR) systems. For designing such systems, it is fundamental to understand how the appearance of the virtual hands influences user experience and how the human brain integrates vision and haptics. However, it is currently unknown whether multi-sensory integration of visual and haptic feedback can be influenced by the appearance of virtual hands in VR. We performed a user study in VR to gain insight into the effect of hand appearance on how the brain combines visual and haptic signals using a cue-conflict paradigm. In this paper, we show that the detection of surface irregularities (bumps and holes) sensed by eyes and hands is affected by the rendering of avatar hands. However, sensitivity changes do not correlate with the degree of perceived limb ownership. Qualitative feedback provides insights into potentially distracting cues in visual-haptic integration.
手部跟踪和触觉技术作为虚拟现实(VR)系统的关键技术,越来越受到人们的重视。对于设计这样的系统,了解虚拟手的外观如何影响用户体验以及人类大脑如何整合视觉和触觉是至关重要的。然而,目前尚不清楚VR中虚拟手的出现是否会影响视觉和触觉反馈的多感官整合。我们在VR中进行了一项用户研究,以深入了解手的外观对大脑如何使用线索冲突范式结合视觉和触觉信号的影响。在本文中,我们证明了眼睛和手感知的表面不规则(凸起和洞)的检测受到化身手的渲染的影响。然而,敏感性变化与感知肢体所有权的程度无关。定性反馈提供了对视觉-触觉整合中可能分散注意力的线索的见解。
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引用次数: 49
Perception of height in virtual reality: a study of climbing stairs 虚拟现实中的高度感知:爬楼梯的研究
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225171
Noorin Suhaila Asjad, Haley Adams, Richard A. Paris, Bobby Bodenheimer
Most virtual environments that people locomote through with head-mounted displays are flat to match the physical environment that people are actively walking on. In this paper we simulated stair climbing, and evaluated how well people could assess the distance they had climbed after several minutes of the activity under various conditions. We varied factors such as the presence of virtual feet (shoes), whether the stairwell was open or enclosed, the presence or absence of passive haptic markers, and whether a subject was ascending or descending. In general, the distance climbed or descended was overestimated, consistent with prior work on the perception of height. We find that subjects have significantly better ability to estimate their error with the presence of virtual shoes than without, and when the environment was open. Having shoes also resulted in significantly higher ratings of presence. We also find a significant tendency for females to show higher ratings of simulator sickness.
人们通过头戴式显示器移动的大多数虚拟环境都是平坦的,以匹配人们活跃行走的物理环境。在这篇论文中,我们模拟了爬楼梯,并评估了人们在不同条件下经过几分钟的活动后对他们所爬的距离的评估程度。我们改变了各种因素,如虚拟脚(鞋)的存在,楼梯井是开放的还是封闭的,被动触觉标记的存在与否,以及受试者是上升还是下降。总的来说,攀爬或下降的距离被高估了,这与之前关于高度感知的研究一致。我们发现,受试者在有虚拟鞋的情况下比没有虚拟鞋的情况下,以及在开放的环境下,有更好的能力来估计他们的误差。穿鞋也显著提高了人们对存在感的评价。我们还发现,女性患模拟器病的比例更高。
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引用次数: 17
The role of avatar fidelity and sex on self-motion recognition 化身保真度和性别在自我动作识别中的作用
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225176
A. Thaler, Anna C. Wellerdiek, Markus Leyrer, E. Volkova-Volkmar, N. Troje, B. Mohler
Avatars are important for games and immersive social media applications. Although avatars are still not complete digital copies of the user, they often aim to represent a user in terms of appearance (color and shape) and motion. Previous studies have shown that humans can recognize their own motions in point-light displays. Here, we investigated whether recognition of self-motion is dependent on the avatar's fidelity and the congruency of the avatar's sex with that of the participants. Participants performed different actions that were captured and subsequently remapped onto three different body representations: a point-light figure, a male, and a female virtual avatar. In the experiment, participants viewed the motions displayed on the three body representations and responded to whether the motion was their own. Our results show that there was no influence of body representation on self-motion recognition performance, participants were equally sensitive to recognize their own motion on the point-light figure and the virtual characters. In line with previous research, recognition performance was dependent on the action. Sensitivity was highest for uncommon actions, such as dancing and playing ping-pong, and was around chance level for running, suggesting that the degree of individuality of performing certain actions affects self-motion recognition performance. Our results show that people were able to recognize their own motions even when individual body shape cues were completely eliminated and when the avatar's sex differed from own. This suggests that people might rely more on kinematic information rather than shape and sex cues for recognizing own motion. This finding has important implications for avatar design in game and immersive social media applications.
化身对于游戏和沉浸式社交媒体应用来说非常重要。虽然虚拟角色还不是用户的完整数字副本,但它们通常旨在从外观(颜色和形状)和动作方面代表用户。先前的研究表明,人类可以在点光显示器上识别自己的动作。在这里,我们调查了自我运动的识别是否依赖于化身的保真度和化身与参与者性别的一致性。参与者做了不同的动作,这些动作被捕捉下来,随后被重新映射到三种不同的身体表征上:一个光点人物、一个男性和一个女性虚拟化身。在实验中,参与者观看三种身体表征上显示的动作,并对该动作是否属于自己做出反应。实验结果表明,身体表征对自我动作识别没有影响,被试对点光图形和虚拟人物的动作识别同样敏感。与之前的研究一致,识别性能依赖于动作。对跳舞和打乒乓球等不常见动作的敏感度最高,而对跑步的敏感度则接近于机会水平,这表明表演某些动作的个性程度会影响自我动作识别的表现。我们的研究结果表明,即使个人的身体形状线索被完全消除,当虚拟角色的性别与自己不同时,人们也能够识别自己的动作。这表明,人们可能更多地依赖运动学信息,而不是形状和性别线索来识别自己的动作。这一发现对游戏和沉浸式社交媒体应用中的角色设计具有重要意义。
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引用次数: 2
An appearance uniformity metric for 3D printing 3D打印的外观均匀度度量
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225169
Michael Ludwig, G. Meyer, I. Tastl, N. Moroney, Melanie Gottwals
A method is presented for perceptually characterizing appearance non-uniformities that result from 3D printing. In contrast to physical measurements, the model is designed to take into account the human visual system and variations in observer conditions such as lighting, point of view, and shape. Additionally, it is capable of handling spatial reflectance variations over a material's surface. Motivated by Schrödinger's line element approach to studying color differences, an image-based psychophysical experiment that explores paths between materials in appearance space is conducted. The line element concept is extended from color to spatially-varying appearances-including color, roughness and gloss-which enables the measurement of fine differences between appearances along a path. We define two path functions, one interpolating reflectance parameters and the other interpolating the final imagery. An image-based uniformity model is developed, applying a trained neural network to color differences calculated from rendered images of the printed non-uniformities. The final model is shown to perform better than commonly used image comparison algorithms, including spatial pattern classes that were not used in training.
提出了一种用于感知表征3D打印引起的外观不均匀性的方法。与物理测量相比,该模型的设计考虑了人类视觉系统和观察者条件的变化,如照明、视角和形状。此外,它还能够处理材料表面的空间反射率变化。受Schrödinger研究色彩差异的线元素方法的启发,进行了一项基于图像的心理物理实验,探索外观空间中材料之间的路径。线元素概念从颜色扩展到空间变化的外观-包括颜色,粗糙度和光泽-这使得可以测量沿着路径的外观之间的细微差异。我们定义了两个路径函数,一个插值反射率参数,另一个插值最终图像。建立了基于图像的均匀性模型,将训练好的神经网络应用于打印不均匀性图像的色差计算。最后的模型被证明比常用的图像比较算法表现得更好,包括在训练中没有使用的空间模式类。
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引用次数: 2
Individual differences and impact of gender on curvature redirection thresholds 个体差异及性别对曲率重定向阈值的影响
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225155
Anh Nguyen, Yannick Rothacher, B. Lenggenhager, P. Brugger, A. Kunz
To enable real walking in a virtual environment (VE) that is larger than the available physical space, redirection techniques that introduce multisensory conflicts between visual and nonvisual cues to manipulate different aspects of a user's trajectory could be applied. When applied within certain thresholds, these manipulations could go unnoticed and immersion remains intact. Research effort has been spent on identifying these thresholds and a wide range of thresholds was reported in different studies. These differences in thresholds could be explained by many factors such as individual differences, walking speed, or context settings such as environment design, cognitive load, distractors, etc. In this paper, we present a study to investigate the role of gender on curvature redirection thresholds (RDTs) using the maximum likelihood procedure with the classical two-alternative force choice task. Results show high variability in individuals' RDTs, and that on average women have higher curvature RDTs than men. Furthermore, results also confirm existing findings about the negative correlation between walking speed and curvature RDTs.
为了在比可用物理空间更大的虚拟环境(VE)中实现真实行走,可以应用重定向技术,在视觉和非视觉线索之间引入多感官冲突,以操纵用户轨迹的不同方面。当在一定的阈值范围内应用时,这些操作可能会被忽视,并且浸入保持完整。研究人员努力确定这些阈值,在不同的研究中报告了各种各样的阈值。这些阈值的差异可以用许多因素来解释,如个体差异、步行速度或环境设置,如环境设计、认知负荷、干扰物等。在本文中,我们提出了一项研究,探讨了性别对曲率重定向阈值(rdt)的作用与经典的双备选力选择任务的最大似然过程。结果显示个体的rdt具有很高的可变性,平均而言,女性的rdt曲率高于男性。此外,研究结果也证实了步行速度与曲率rdt之间的负相关关系。
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引用次数: 18
Foveated depth-of-field filtering in head-mounted displays 头戴式显示器的焦点景深滤波
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3243894
Martin Weier, T. Roth, André Hinkenjann, P. Slusallek
In recent years, a variety of methods have been introduced to exploit the decrease in visual acuity of peripheral vision, known as foveated rendering. As more and more computationally involved shading is requested and display resolutions increase, maintaining low latencies is challenging when rendering in a virtual reality context. Here, foveated rendering is a promising approach for reducing the number of shaded samples. However, besides the reduction of the visual acuity, the eye is an optical system, filtering radiance through lenses. The lenses create depth-of-field (DoF) effects when accommodated to objects at varying distances. The central idea of this article is to exploit these effects as a filtering method to conceal rendering artifacts. To showcase the potential of such filters, we present a foveated rendering system, tightly integrated with a gaze-contingent DoF filter. Besides presenting benchmarks of the DoF and rendering pipeline, we carried out a perceptual study, showing that rendering quality is rated almost on par with full rendering when using DoF in our foveated mode, while shaded samples are reduced by more than 69%.
近年来,各种各样的方法被引入来利用周围视觉的视觉敏锐度下降,被称为注视点渲染。随着越来越多的计算涉及阴影的要求和显示分辨率的增加,在虚拟现实环境中渲染时保持低延迟是具有挑战性的。在这里,注视点渲染是减少阴影样本数量的一种很有前途的方法。然而,除了视觉敏锐度的降低,眼睛也是一个光学系统,通过晶状体过滤光线。当适应不同距离的物体时,镜头会产生景深(DoF)效果。本文的中心思想是利用这些效果作为一种过滤方法来隐藏呈现工件。为了展示这种过滤器的潜力,我们提出了一个注视点渲染系统,紧密集成了一个注视点的DoF过滤器。除了提供DoF和渲染管道的基准之外,我们还进行了一项感知研究,表明在我们的焦点模式下使用DoF时,渲染质量几乎与完全渲染相当,而阴影样本减少了69%以上。
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引用次数: 16
期刊
Proceedings of the 15th ACM Symposium on Applied Perception
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