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Automatic target prediction and subtle gaze guidance for improved spatial information recall 自动目标预测和微妙注视引导提高空间信息回忆
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804415
S. Sridharan, Reynold J. Bailey
Humans rely heavily on spatial information to perform everyday tasks. Developing good spatial understanding is highly dependent on how the viewer's attention is deployed to specific locations in a scene. Bailey et al. [2009] showed that it is possible to influence exactly where attention is allocated using a technique called Subtle Gaze Direction (SGD). The SGD approach combines eye tracking with subtle image-space modulations to guide viewer gaze about a scene. The modulations are presented to peripheral regions of the field of view, in order to attract the viewer's attention, but are terminated before the viewer can scrutinize them with their high acuity foveal vision. It was observed that subjects who were guided using SGD performed significantly better in recollecting the count and location of target objects, however no significant performance improvement was observed in identifying the shape of the target objects [Bailey et al. 2012]. Also, in previous studies involving SGD, the target locations were manually chosen by researchers. This paper addresses these two limitations. We present a novel technique for automatically selecting target regions using visual saliency and key features in the image. The shape recollection issue is solved by modulating a rough outline of the target object obtained using an edge map composed from a pyramid of low spatial frequency maps of the original image. Results from a user study show that the influence of this approach significantly improved accuracy of target count recollection, location recollection, as well as shape recollection without any manual intervention. Furthermore our technique correctly predicted 81% of the target regions without any prior knowledge of the recollection task being assigned to the viewer. This work has implications for a wide range of applications including spatial learning in virtual environments as well as image search applications, virtual training and perceptually based rendering.
人类在执行日常任务时严重依赖空间信息。发展良好的空间理解高度依赖于观众的注意力如何部署到场景中的特定位置。Bailey等人[2009]表明,使用一种称为微妙凝视方向(SGD)的技术,可以准确地影响注意力分配的位置。SGD方法将眼动追踪与微妙的图像空间调制相结合,以引导观看者注视场景。调制呈现在视野的外围区域,以吸引观看者的注意力,但在观看者能够以其高灵敏度的中央凹视觉仔细检查它们之前终止。我们观察到,使用SGD引导的受试者在回忆目标物体的数量和位置方面表现明显更好,但在识别目标物体的形状方面没有明显的表现改善[Bailey et al. 2012]。此外,在先前涉及SGD的研究中,目标位置是由研究人员手动选择的。本文解决了这两个限制。提出了一种利用图像的视觉显著性和关键特征自动选择目标区域的新技术。通过调制由原始图像的低空间频率图组成的边缘图获得的目标物体的粗略轮廓来解决形状回忆问题。用户研究结果表明,该方法在不需要人工干预的情况下显著提高了目标计数记忆、位置记忆和形状记忆的准确性。此外,我们的技术正确预测了81%的目标区域,而无需事先了解分配给观看者的回忆任务。这项工作对广泛的应用有影响,包括虚拟环境中的空间学习以及图像搜索应用、虚拟训练和基于感知的渲染。
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引用次数: 3
The effect of interpersonal familiarity on cooperation in a virtual environment 虚拟环境中人际熟悉度对合作的影响
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814185
Haley Adams, Chelsey Thompson, David Thomas, Farah Sharis, Catherine Grace Jernigan, Corrie Moore, B. Sanders
Immersive virtual environments (VEs) allow people to experience situations which because of danger, expense, time, or distance would not otherwise be available. Moreover, IVEs have been shown to be useful tools for learning and training. However, there are still many unanswered questions about how humans experience and interact with these environments and how this experience differs from the real world. In the experiment presented in this work, we are specifically interested in how effectively two people will collaborate within an environment given that they have never met or even seen each other prior to the experiment. We postulate that participants who never meet their partner in a collaborative environment will perform worse than those who are able to interact with their partner prior to the performance of a task. If this holds true, then it could have important implications for long distance collaboration.
沉浸式虚拟环境(ve)使人们能够体验到由于危险、费用、时间或距离而无法获得的情境。此外,ai已被证明是学习和培训的有用工具。然而,关于人类如何体验这些环境并与之互动,以及这种体验与现实世界有何不同,仍有许多未解之谜。在这项工作中提出的实验中,我们特别感兴趣的是两个人在一个环境中如何有效地合作,因为他们在实验之前从未见过或甚至见过对方。我们假设,在协作环境中从未见过合作伙伴的参与者,会比那些能够在任务执行前与合作伙伴互动的参与者表现得更差。如果这是真的,那么它可能会对远程协作产生重要影响。
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引用次数: 2
Dyadic interactions with avatars in immersive virtual environments: high fiving 在沉浸式虚拟环境中与虚拟角色的双向互动:击掌
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804410
M. Young, J. Rieser, Bobby Bodenheimer
Collaborative immersive virtual environments allow the behavior of one user to be observed by other users. In particular, behavior of users in such an environment is represented by each user possessing a self-avatar, a digital representation of themself. In this study we examined dyadic interactions in a collaborative immersive virtual environment when both users were present in the same physical space. This collocation in physical space allows for physical interaction between users as well as virtual interaction. In the context of a common physical gesture, high fiving, we examined the question of whether the form of the self-avatar was important, and whether collocation in the physical world provided benefits or not. We find that the form of the avatar is important but that physical collocation is not. These results reinforce the growing body of evidence that indicates that having a full-body avatar in a virtual environment provides benefits, and these results are significant because they demonstrate this in the context of a dyadic interaction.
协作式沉浸式虚拟环境允许其他用户观察到一个用户的行为。特别是,用户在这种环境中的行为由每个拥有自我化身的用户来表示,这是他们自己的数字表示。在这项研究中,我们研究了当两个用户出现在同一个物理空间时,在协作沉浸式虚拟环境中的二元交互。这种在物理空间中的搭配允许用户之间的物理交互以及虚拟交互。在一个常见的肢体动作,击掌的背景下,我们研究了自我化身的形式是否重要,以及在物理世界中的搭配是否会带来好处。我们发现化身的形式很重要,但物理搭配并不重要。这些结果强化了越来越多的证据,表明在虚拟环境中拥有一个全身化身会带来好处,这些结果很重要,因为它们在二元互动的背景下证明了这一点。
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引用次数: 15
Evoking and assessing vastness in virtual environments 在虚拟环境中唤起和评估浩瀚
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804425
Greg Rauhoeft, Markus Leyrer, W. Thompson, Jeanine K. Stefanucci, R. Klatzky, B. Mohler
Many have experienced vastness, the feeling when the visual space seems to extend without limits away from you, making you feel like a small element within the space. For over 200 years, people have been writing about this experience, for example stating that vastness is important to the experience of awe [Mikulak 2015]. Yet vastness has received little attention in empirical research. Specifically, it is unknown which aspects of the visual stimulus contribute to perceived vastness. This may be due to the inherent difficulties in presenting a variety of vast stimuli while varying only specific visual cues. Using virtual reality addresses these difficulties, as this technology provides precise control over the presented visual stimuli. Here we investigate whether the feeling of vastness can be evoked using virtual reality and explore potential objective measures to assess vastness. We used three different measures during this experiment: 1) An avatar height adjustment task where participants had to adjust an avatar to be equivalent to their own height as viewed from a distance, 2) a distance estimation task and 3) a subjective vastness rating task. These tasks were performed in four environments: a plain (used in all subsequent environments for the ground and sky surfaces), a forest, a mountain and the mountain and forest environments combined. Our results indicate that the feeling of vastness can indeed be experienced to various degrees in virtual environments, demonstrating the potential of VR as a tool for exploring the perception of vastness. Yet the results combined suggest that the percept of vastness is a rather complex construct.
许多人都经历过巨大的感觉,当视觉空间似乎没有限制地向你延伸时,让你觉得自己是空间中的一个小元素。200多年来,人们一直在写关于这种体验的文章,例如说浩瀚对于敬畏的体验很重要[Mikulak 2015]。然而,在实证研究中,“浩瀚”很少受到关注。具体来说,目前还不清楚视觉刺激的哪些方面有助于感知广阔。这可能是由于固有的困难,在呈现各种各样的刺激,而只改变特定的视觉线索。使用虚拟现实解决了这些困难,因为这项技术提供了对呈现的视觉刺激的精确控制。在这里,我们研究是否可以使用虚拟现实唤起广阔的感觉,并探索潜在的客观措施来评估广阔。在这个实验中,我们使用了三种不同的测量方法:1)角色高度调整任务,参与者必须调整角色的高度,使其与从远处看自己的身高相等;2)距离估计任务;3)主观广阔度评级任务。这些任务在四种环境中进行:平原(用于地面和天空表面的所有后续环境),森林,山脉以及山脉和森林环境的组合。我们的研究结果表明,在虚拟环境中确实可以不同程度地体验到广阔的感觉,这表明VR作为探索广阔感知的工具的潜力。然而,综合这些结果表明,对浩瀚的感知是一个相当复杂的概念。
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引用次数: 7
Analyzing and predicting anisotropic effects of BRDFs brdf各向异性效应分析与预测
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804419
J. Filip
The majority of the materials we encounter in the real-world have variable reflectance when rotated along a surface normal. This view and illumination azimuthally-variable behavior is known as visual anisotropy. Such behavior can be represented by a four-dimensional anisotropic BRDF that characterizes the anisotropic appearance of homogeneous materials. Unfortunately, most past research has been devoted to simplistic three dimensional isotropic BRDFs. In this paper, we analyze and categorize basic types of BRDF anisotropy, use a psychophysical study to assess at which conditions can isotropic appearance be used without loss of details in material appearance. To this end, we tested the human impression of material anisotropy on various shapes and under two illuminations. We conclude that subjects sensitivity to anisotropy declines with increasing complexity of 3D geometry and increasing uniformity of illumination environment. Finally, we derive and perceptually validate a computationally efficient measure of material visual anisotropy.
我们在现实世界中遇到的大多数材料在沿表面法线旋转时具有可变的反射率。这种视图和照明方位可变的行为被称为视觉各向异性。这种行为可以用表征均质材料各向异性外观的四维各向异性BRDF来表示。不幸的是,过去的大多数研究都致力于简化三维各向同性brdf。在本文中,我们对BRDF各向异性的基本类型进行了分析和分类,并使用心理物理学研究来评估在哪些条件下可以使用各向同性外观而不会丢失材料外观的细节。为此,我们在不同形状和两种照明下测试了材料各向异性的人类印象。我们得出结论,受试者对各向异性的敏感性随着三维几何复杂性的增加和光照环境均匀性的增加而下降。最后,我们推导并在感知上验证了材料视觉各向异性的计算效率度量。
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引用次数: 13
Perception of strength and power of realistic male characters 对现实男性角色的力量和力量的感知
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804413
Anna C. Wellerdiek, M. Breidt, Michael Geuss, S. Streuber, Uwe Kloos, Michael J. Black, B. Mohler
We investigated the influence of body shape and pose on the perception of physical strength and social power for male virtual characters. In the first experiment, participants judged the physical strength of varying body shapes, derived from a statistical 3D body model. Based on these ratings, we determined three body shapes (weak, average, and strong) and animated them with a set of power poses for the second experiment. Participants rated how strong or powerful they perceived virtual characters of varying body shapes that were displayed in different poses. Our results show that perception of physical strength was mainly driven by the shape of the body. However, the social attribute of power was influenced by an interaction between pose and shape. Specifically, the effect of pose on power ratings was greater for weak body shapes. These results demonstrate that a character with a weak shape can be perceived as more powerful when in a high-power pose.
我们研究了男性虚拟角色的体型和姿势对体力和社会权力感知的影响。在第一个实验中,参与者根据统计的3D身体模型来判断不同体型的体力。基于这些评分,我们确定了三种体型(弱、一般和强壮),并在第二个实验中用一组力量姿势将它们动画化。参与者评估了他们对以不同姿势展示的不同体型的虚拟人物的强壮或强大程度。我们的研究结果表明,对体力的感知主要是由身体形状驱动的。然而,权力的社会属性受到姿势和形状之间相互作用的影响。具体来说,体型较弱的人,姿势对力量评分的影响更大。这些结果表明,当一个角色摆出强大的姿势时,一个虚弱的形状会被认为更强大。
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引用次数: 11
What makes 2D-to-3D stereo conversion perceptually plausible? 是什么让2d到3d的立体转换在感知上变得可信?
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804409
Petr Kellnhofer, Thomas Leimkühler, Tobias Ritschel, K. Myszkowski, H. Seidel
Different from classic reconstruction of physical depth in computer vision, depth for 2D-to-3D stereo conversion is assigned by humans using semi-automatic painting interfaces and, consequently, is often dramatically wrong. Here we seek to better understand why it still does not fail to convey a sensation of depth. To this end, four typical disparity distortions resulting from manual 2D-to-3D stereo conversion are analyzed: i) smooth remapping, ii) spatial smoothness, iii) motion-compensated, temporal smoothness, and iv) completeness. A perceptual experiment is conducted to quantify the impact of each distortion on the plausibility of the 3D impression relative to a reference without distortion. Close-to-natural videos with known depth were distorted in one of the four above-mentioned aspects and subjects had to indicate if the distortion still allows for a plausible 3D effect. The smallest amounts of distortion that result in a significant rejection suggests a conservative upper bound on the quality requirement of 2D-to-3D conversion.
与计算机视觉中经典的物理深度重建不同,2d到3d立体转换的深度是由人类使用半自动绘画界面分配的,因此往往是严重错误的。在这里,我们试图更好地理解为什么它仍然没有传达一种深度的感觉。为此,分析了手工2d到3d立体转换导致的四种典型视差扭曲:i)平滑重映射,ii)空间平滑,iii)运动补偿,时间平滑和iv)完整性。进行了一个感知实验,以量化每个失真对相对于没有失真的参考的3D印象的可信性的影响。已知深度的接近自然的视频在上述四个方面中的一个方面被扭曲,受试者必须指出这种扭曲是否仍然允许合理的3D效果。导致严重拒绝的最小失真量表明2d到3d转换的质量要求的保守上限。
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引用次数: 3
Do cartoons feel pain?: using the virtual hand illusion to test human response to degrees of realism 动画片能感觉到疼痛吗?使用虚拟手的错觉来测试人类对现实主义程度的反应
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814182
Lorraine Lin, S. Jörg
Virtual reality has reached the consumer market and exhibited the potential to become a large social and commercial platform for mainstream markets. New, low-cost devices for virtual reality or mixed reality such as the Oculus Rift, Sony's Project Morpheus, or Microsoft's HoloLens are already available or have been announced and might even outperform previous high-cost systems [Young et al. 2014]. Techniques to measure hand motions are in the making with the goal of being able to control virtual hands using one's own hand movements as well as interact with objects in virtual reality applications. Prototypes such as the combination of the Leap Motion Controller and the Oculus Rift are already available. Applications for these devices will certainly follow.
虚拟现实已经进入消费市场,并显示出成为主流市场大型社交和商业平台的潜力。新的、低成本的虚拟现实或混合现实设备,如Oculus Rift、索尼的Project Morpheus或微软的HoloLens已经上市或已经发布,甚至可能超过之前的高成本系统[Young et al. 2014]。测量手部运动的技术正在开发中,其目标是能够使用自己的手部运动来控制虚拟的手,并在虚拟现实应用中与物体进行交互。Leap Motion Controller和Oculus Rift的组合等原型产品已经上市。这些设备的应用程序肯定会随之而来。
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引用次数: 1
Evaluation of the impact of high frame rates on legibility in S3D film 评价高帧率对S3D胶片易读性的影响
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804411
Michael Marianovski, L. Wilcox, R. Allison
There is growing interest in capturing and projecting movies at higher frame rates than the traditional 24 frames per second. Yet there has been little scientific assessment of the impact of higher frame rates (HFR) on the perceived quality of cinema content. Here we investigated the effect of frame rate, and associated variables (shutter angle and camera motion) on viewers' ability to discriminate letters in S3D movie clips captured by a professional film crew. The footage was filmed and projected at varying combinations of frame rate, camera speed and shutter angle. Our results showed that, overall, legibility improved with increased frame rate and reduced camera velocity. However, contrary to expectations, there was little effect of shutter angle on legibility. We also show that specific combinations of camera parameters can lead to dramatic reductions in legibility for localized regions in a scene.
人们对以比传统的每秒24帧更高的帧率捕捉和放映电影越来越感兴趣。然而,对于高帧率(HFR)对电影内容感知质量的影响,几乎没有科学评估。在这里,我们研究了帧率和相关变量(快门角度和摄像机运动)对观众在专业电影摄制组拍摄的S3D电影片段中区分字母的能力的影响。这些镜头是在不同的帧率、相机速度和快门角度组合下拍摄和放映的。我们的结果表明,总的来说,易读性随着帧速率的增加和相机速度的降低而提高。然而,与预期相反,快门角度对易读性的影响很小。我们还表明,相机参数的特定组合可能导致场景中局部区域的易读性急剧降低。
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引用次数: 3
Remembering the physical as virtual: source confusion and physical interaction in augmented reality 将物理记忆为虚拟:增强现实中的源混淆和物理交互
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804423
Ajoy S. Fernandes, R. Wang, D. Simons
This study explored whether people misremember having seen a physical object when they actually had viewed a virtual one in augmented reality (and vice versa). Participants viewed uniquely shaped objects in a virtual form or a physical, 3D-printed form. A camera mounted behind a computer monitor showed either the physical object or an augmented reality version of it on the display. After viewing the full set of objects, participants viewed photographs of each object (taken from the physical version) and judged whether they had originally seen it as a physical or virtual object. On average, participants correctly identified the object format for 60% of the photographs. When participants were allowed to manipulate the physical or virtual object (using a Leap Motion Controller), accuracy increased to 73%. In both cases, participants were biased to remember the objects as having been virtual.
这项研究探讨的是,当人们在增强现实中实际上看到了一个虚拟物体时,他们是否会记错看到过一个物理物体(反之亦然)。参与者以虚拟形式或3d打印形式观看独特形状的物体。安装在电脑显示器后面的摄像头可以在显示器上显示实物或增强现实版本。在观看了全套物品后,参与者观看了每个物品的照片(取自实物),并判断他们最初看到的是实物还是虚拟物品。平均而言,参与者在60%的照片中正确识别了物体的格式。当参与者被允许操纵物理或虚拟物体(使用Leap运动控制器)时,准确率提高到73%。在这两种情况下,参与者都倾向于将物品记住是虚拟的。
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引用次数: 3
期刊
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception
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