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CG aided makeup design to understand and manipulate the impression of facial look and attractiveness CG辅助化妆设计,理解和操纵面部外观和吸引力的印象
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814181
H. Otaka, Ai Nieda, Naruhito Toyoda, Megumi Tasaki, Ryo Takatama, D. Kuwabara, Masashi Sakamoto
Facial color and texture make the impressions of facial look and attractiveness (e.g. gorgeous, sophisticated and warm-hearted). These impressions can be affected by facial makeups, including face foundation, lip-makeup, eye-makeup, eyebrow-makeup, and cheek-makeup. Face Foundation changes facial skin textures and adjusts facial skin tones. Lip-makeup changes lip colors and textures. However, it is difficult to figure out the detail of makeup impression clearly, because the meaning of language using in the questionnaire depends on the customer's culture, lifestyle, or country. In addition, the questionnaire cannot measure the elements such as color, radiance and the shapes though these elements have an influence on makeup preference. Therefore, in our previous study, we developed the eyelash makeup design system by using computer graphics for quantitative interpretation of the makeup impression. However, it is not well understood which types of color and texture in specific face parts correspond to each impression of face attractiveness. We aim to understand the corresponding facial impressions and manipulate them as you like, by makeup. .In the present study, using MAYA, we first create a CG image of average face shape as an original image. We next manipulate the original image to create 9 images with various combinations of makeups, including foundation, lip-makeup, eye-makeup, eyebrow, and cheek; each of 9 images is intended to make one specific impression. We evaluate whether these images' actual visual impressions on people correspond to our intended impressions of attractiveness.
面部的颜色和质地决定了面部的外观和吸引力(如华丽、成熟、热情)。这些印象会受到面部化妆的影响,包括面部粉底、唇妆、眼妆、眉毛妆和脸颊妆。面部粉底改变面部皮肤纹理和调整面部肤色。唇妆会改变嘴唇的颜色和质地。然而,很难清楚地了解化妆印象的细节,因为问卷中使用的语言的含义取决于客户的文化,生活方式或国家。此外,问卷无法测量诸如颜色,亮度和形状等因素,尽管这些因素对化妆偏好有影响。因此,在我们之前的研究中,我们开发了睫毛彩妆设计系统,利用计算机图形学对彩妆印象进行定量解释。然而,人们还没有很好地理解,特定面部部位的哪种颜色和质地与面部吸引力的每种印象相对应。我们的目标是了解相应的面部印象,并通过化妆来操纵它们。在本研究中,我们首先使用MAYA创建了一个平均脸型的CG图像作为原始图像。接下来,我们对原始图像进行操作,以创建9张具有各种化妆组合的图像,包括粉底、唇妆、眼妆、眉毛和脸颊;9张图片中的每一张都是为了给人留下一个特定的印象。我们评估这些图片给人的实际视觉印象是否与我们预期的吸引力印象相符。
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引用次数: 0
Egocentric distance perception in the Oculus Rift (DK2) Oculus Rift (DK2)中的自我中心距离感知
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804422
Sarah H. Creem-Regehr, Jeanine K. Stefanucci, W. Thompson, N. Nash, Michael McCardell
Perceiving an accurate sense of absolute scale is important for the utility of virtual environments (VEs). Research shows that absolute egocentric distances are underestimated in VEs compared to the same judgments made in the real world, but there are inconsistencies in the amount of underestimation. We examined two possible factors in the variation in the magnitude of distance underestimation. We compared egocentric distance judgments in a high-cost (NVIS SX60) and low-cost (Oculus Rift DK2) HMD using both indoor and outdoor highly-realistic virtual models. Performance more accurately matched the intended distance in the Oculus compared to the NVIS, and regardless of the HMD, distances were underestimated more in the outdoor versus the indoor VE. These results suggest promise in future use of consumer-level wide field-of-view HMDs for space perception research and applications, and the importance of considering the context of the environment as a factor in the perception of absolute scale within VEs.
准确地感知绝对尺度对于虚拟环境(ve)的效用非常重要。研究表明,与现实世界中做出的相同判断相比,虚拟现实中的绝对自我中心距离被低估了,但低估的程度却不一致。我们研究了距离低估幅度变化的两个可能因素。我们使用室内和室外高度逼真的虚拟模型,比较了高成本(NVIS SX60)和低成本(Oculus Rift DK2)头戴式显示器的自我中心距离判断。与NVIS相比,Oculus的性能更准确地匹配预期距离,而不管HMD如何,室外的距离比室内的VE更容易被低估。这些结果表明,未来消费者级宽视场头戴式显示器在空间感知研究和应用中的应用前景广阔,以及将环境背景作为ve内绝对尺度感知因素的重要性。
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引用次数: 67
Evaluating the Uncanny valley with the implicit association test 用内隐联想检验评价恐怖谷效应
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814179
Katja Zibrek, R. Mcdonnell
Despite the elusive term "Uncanny Valley", research in the area of appealing virtual humans approaching realism continues. The theory suggests that characters lose appeal when they approach photorealism (e.g., [MacDorman et al. 2009]). Realistic virtual characters are judged harshly, since the human visual system has acquired more expertise with the featural restrictions of other humans than with the restrictions of artificial characters [Seyama and Nagayama 2007]. Stylisation (making the character's appearance abstract) is therefore often used to avoid virtual characters to be perceived as unpleasant. We designed an experiment to test if there is a general affinity towards abstract as oppose to realistic characters.
尽管“恐怖谷”这个词难以捉摸,但在吸引虚拟人接近现实主义领域的研究仍在继续。该理论认为,当角色接近照片现实主义时,他们会失去吸引力(例如,[MacDorman et al. 2009])。现实的虚拟角色被严厉地评判,因为人类视觉系统已经获得了更多的专业知识,与其他人类的特征限制相比,人造角色的限制[Seyama和Nagayama 2007]。因此,程式化(使角色的外观抽象)通常用于避免虚拟角色被认为不愉快。我们设计了一个实验来测试人们是否更喜欢抽象角色而不是现实角色。
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引用次数: 0
Depth-based subtle gaze guidance in virtual reality environments 虚拟现实环境中基于深度的微妙凝视引导
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814187
S. Sridharan, James Pieszala, Reynold J. Bailey
Virtual reality headsets and immersive head-mounted displays have become commonplace and have found their applications in digital gaming, film and education. An immersive perception is created by surrounding the user of the VR system with photo-realisitic scenes, sound or other stimuli (e.g. haptic) that provide an engrossing experience to the viewer. The ability to interact with the objects in the virtual environment have added greater interest for its use in learning and education. In this proposed work we plan to explore the ability to subtly guide viewers' attention to important regions in a controlled 3D virtual scene. Subtle gaze guidance [Bailey et al. 2009] approach combines eye-tracking and subtle imagespace modulations to guide viewer's attention about a scene. These modulations are terminated before the viewer can fixate on them using their high acuity foveal vision. This approach is preferred over other overt techniques that make permanent changes to the scene being viewed. This approach has also been tested in controlled realworld environments [Booth et al. 2013]. The key challenge to such a system, is the need for an external projector to present modulations on the scene objects to guide viewer's attention. However a VR system enables the user to view and interact in a 3D scene that is close to reality, thereby allowing researchers to digitally manipulate the 3D scene for active gaze guidance.
虚拟现实耳机和沉浸式头戴式显示器已经变得司空见惯,并在数字游戏、电影和教育中得到了应用。沉浸式感知是通过围绕VR系统的用户使用逼真的场景,声音或其他刺激(例如触觉)来创建的,这些刺激为观看者提供了引人入胜的体验。与虚拟环境中的对象进行交互的能力为其在学习和教育中的应用增加了更大的兴趣。在这项工作中,我们计划探索在受控的3D虚拟场景中巧妙地引导观众注意力到重要区域的能力。微妙凝视引导[Bailey et al. 2009]方法结合了眼球追踪和微妙的图像空间调制来引导观看者对场景的注意力。这些调制终止之前,观众可以使用他们的高灵敏度中央凹视觉固定在他们。这种方法比其他公开的技术更受欢迎,这些技术会对被观看的场景进行永久性的改变。这种方法也在受控的现实环境中进行了测试[Booth et al. 2013]。这种系统的关键挑战是需要一个外部投影仪来呈现场景对象的调制以引导观众的注意力。然而,VR系统使用户能够在接近现实的3D场景中查看和交互,从而允许研究人员以数字方式操纵3D场景以进行主动注视引导。
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引用次数: 8
The effect of avatar model in stepping off a ledge in an immersive virtual environment 身临其境的虚拟环境中,虚拟角色模型在走下平台时的效果
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804426
Bobby Bodenheimer, Qiang Fu
Animated digital self-representations of the user in an immersive virtual environment, a self-avatar, have been shown to aid in perceptual judgments in the virtual environment and to provide critical information for people deciding what actions they can and cannot take. In this paper we explore whether the form of the self-avatar is important in providing this information. In particular, we vary the form of a self-avatar between having no self-avatar, a simple line-based skeleton avatar, or a full-body, gender-matched self-avatar and examine whether the form of the self-avatar affects peoples judgments in whether they could or could not step off of a virtual ledge. Our results replicate prior work that shows that having a self-avatar provides critical information for this judgment, but finds no difference in the form of the self-avatar having an effect on the judgment.
用户在沉浸式虚拟环境中的动画数字自我表现,即自我化身,已被证明有助于虚拟环境中的感性判断,并为人们决定他们能采取什么行动和不能采取什么行动提供关键信息。在本文中,我们探讨了自我化身的形式在提供这些信息方面是否重要。特别是,我们将自我化身的形式分为没有自我化身、简单的基于线条的骨架化身和全身、性别匹配的自我化身,并研究自我化身的形式是否会影响人们对是否能够离开虚拟平台的判断。我们的研究结果重复了先前的研究结果,即拥有一个自我化身为这种判断提供了关键信息,但发现自我化身的形式对判断没有影响。
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引用次数: 18
Multimodal perception of material properties 材料特性的多模态感知
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804420
Rodrigo Martín, Julian Iseringhausen, Michael Weinmann, M. Hullin
The human ability to perceive materials and their properties is a very intricate multisensory skill and as such not only an intriguing research subject, but also an immense challenge when creating realistic virtual presentations of materials. In this paper, our goal is to learn about how the visual and auditory channels contribute to our perception of characteristic material parameters. At the center of our work are two psychophysical experiments performed on tablet computers, where the subjects rated a set of perceptual material qualities under different stimuli. The first experiment covers a full collection of materials in different presentations (visual, auditory and audio-visual). As a point of reference, subjects also performed all ratings on physical material samples. A key result of this experiment is that auditory cues strongly benefit the perception of certain qualities that are of a tactile nature (like "hard--soft", "rough--smooth"). The follow-up experiment demonstrates that, to a certain extent, audio cues can also be transferred to other materials, exaggerating or attenuating some of their perceived qualities. From these results, we conclude that a multimodal approach, and in particular the inclusion of sound, can greatly enhance the digital communication of material properties.
人类感知材料及其特性的能力是一种非常复杂的多感官技能,因此不仅是一个有趣的研究课题,而且在创建逼真的虚拟材料呈现时也是一个巨大的挑战。在本文中,我们的目标是了解视觉和听觉通道如何促进我们对特征材料参数的感知。我们工作的核心是在平板电脑上进行的两个心理物理实验,在实验中,受试者在不同的刺激下对一组感知物质质量进行评级。第一个实验涵盖了不同形式(视觉、听觉和视听)的全部材料。作为参考,受试者还对物理材料样本进行了所有评分。这个实验的一个关键结果是,听觉线索强烈地有利于感知某些触觉性质的品质(如“硬-软”,“粗糙-光滑”)。后续实验表明,在一定程度上,音频线索也可以被转移到其他材料,夸大或减弱其某些感知品质。从这些结果中,我们得出结论,多模态方法,特别是包含声音的方法,可以极大地增强材料特性的数字通信。
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引用次数: 17
The effects of minification and display field of view on distance judgments in real and HMD-based environments 在真实和基于hmd的环境中,缩小和显示视野对距离判断的影响
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804427
Bochao Li, Ruimin Zhang, A. Nordman, S. Kuhl
Distance perception is important for many virtual reality applications, and numerous studies have found underestimated egocentric distances in head-mounted display (HMD) based virtual environments. Applying minification to imagery displayed in HMDs is a method that can reduce or eliminate the underestimation [Kuhl et al. 2009; Zhang et al. 2012]. In a previous study, we measured distance judgments with direct blind walking through an Oculus Rift DK1 HMD and found that participants judged distance accurately in a calibrated condition, and minification caused subjects to overestimate distances [Li et al. 2014]. This article describes two experiments built on the previous study to examine distance judgments and minification with the Oculus Rift DK2 HMD (Experiment 1), and in the real world with a simulated HMD (Experiment 2). From the results, we found statistically significant distance underestimation with the DK2, but the judgments were more accurate than results typically reported in HMD studies. In addition, we discovered that participants made similar distance judgments with the DK2 and the simulated HMD. Finally, we found for the first time that minification had a similar impact on distance judgments in both virtual and real-world environments.
距离感知对于许多虚拟现实应用非常重要,许多研究发现在基于头戴式显示器(HMD)的虚拟环境中低估了自我中心距离。对显示在头显中的图像应用最小化是一种可以减少或消除低估的方法[Kuhl et al. 2009;Zhang et al. 2012]。在之前的一项研究中,我们通过Oculus Rift DK1 HMD直接盲走来测量距离判断,发现参与者在校准条件下准确判断距离,缩小导致受试者高估距离[Li et al. 2014]。本文描述了在先前研究的基础上建立的两个实验,以检查Oculus Rift DK2 HMD(实验1)和现实世界中模拟HMD(实验2)的距离判断和缩小。从结果中,我们发现DK2的距离低估在统计上显着,但判断比HMD研究中通常报告的结果更准确。此外,我们发现参与者在使用DK2和模拟HMD时做出了相似的距离判断。最后,我们首次发现,在虚拟和现实环境中,缩小对距离判断有相似的影响。
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引用次数: 36
4-D spatial perception established through hypercube recognition tasks using interactive visualization system with 3-D screen 利用三维屏幕交互可视化系统,通过超立方体识别任务建立四维空间感知
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804417
Takanobu Miwa, Yukihito Sakai, S. Hashimoto
We have developed an interactive 4-D visualization system that employed the principal vanishing points operation as a method to control the movement of the eye-point and the change in the viewing direction in 4-D space. Different from conventional 4-D visualization and interaction techniques, the system can provide intuitive observation of 4-D space and objects by projecting them onto 3D space in real time from various positions and directions in 4-D space. Our next challenge is to examine whether humans are able to develop a spatial perception of 4-D space and objects through 4-D experiences provided by the system. In this paper, as the first step toward our aim, we assessed whether participants were able to get intuitive spatial understanding of 4-D objects. In the evaluation experiment, firstly, the participants learned a structure of a hypercube. Then, we evaluated their spatial perception developed in the learning period by tasks of controlling the 4-D eye-point and reconstructing the hypercube from a set of its 3-D projection drawings. The results indicated evidence for that humans were able to get 4-D spatial perception by operating the system.
我们开发了一个交互式的四维可视化系统,该系统采用主消失点操作作为一种方法来控制眼球在四维空间中的移动和观看方向的变化。与传统的四维可视化和交互技术不同,该系统可以将四维空间和物体从四维空间的不同位置和方向实时投影到三维空间中,提供对四维空间和物体的直观观察。我们的下一个挑战是检查人类是否能够通过系统提供的4-D体验来发展对4-D空间和物体的空间感知。在本文中,作为我们目标的第一步,我们评估了参与者是否能够对4-D物体有直观的空间理解。在评价实验中,首先,参与者学习了一个超立方体的结构。然后,我们通过控制四维视点和从一组三维投影图重建超立方体的任务来评估他们在学习期间发展的空间感知。结果表明,人类能够通过操作该系统获得四维空间感知。
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引用次数: 6
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception ACM SIGGRAPH应用感知研讨会论文集
Pub Date : 1900-01-01 DOI: 10.1145/2804408
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引用次数: 1
期刊
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception
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