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Human Latent Metrics: Perceptual and Cognitive Response Correlates to Distance in GAN Latent Space for Facial Images 人类潜在度量:在GAN潜在空间中与距离相关的感知和认知反应
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551460
Kye Shimizu, Naoto Ienaga, Kazuma Takada, M. Sugimoto, Shunichi Kasahara
Generative adversarial networks (GANs) generate high-dimensional vector spaces (latent spaces) that can interchangeably represent vectors as images. Advancements have extended their ability to computationally generate images indistinguishable from real images such as faces, and more importantly, to manipulate images using their inherit vector values in the latent space. This interchangeability of latent vectors has the potential to calculate not only the distance in the latent space, but also the human perceptual and cognitive distance toward images, that is, how humans perceive and recognize images. However, it is still unclear how the distance in the latent space correlates with human perception and cognition. Our studies investigated the relationship between latent vectors and human perception or cognition through psycho-visual experiments that manipulates the latent vectors of face images. In the perception study, a change perception task was used to examine whether participants could perceive visual changes in face images before and after moving an arbitrary distance in the latent space. In the cognition study, a face recognition task was utilized to examine whether participants could recognize a face as the same, even after moving an arbitrary distance in the latent space. Our experiments show that the distance between face images in the latent space correlates with human perception and cognition for visual changes in face imagery, which can be modeled with a logistic function. By utilizing our methodology, it will be possible to interchangeably convert between the distance in the latent space and the metric of human perception and cognition, potentially leading to image processing that better reflects human perception and cognition.
生成式对抗网络(GANs)生成高维向量空间(潜空间),可以交替地将向量表示为图像。这些进步已经扩展了它们的计算能力,可以生成与真实图像(如人脸)无法区分的图像,更重要的是,可以使用潜在空间中的继承向量值来操作图像。潜在向量的这种互换性不仅可以计算潜在空间中的距离,还可以计算人类对图像的感知和认知距离,即人类如何感知和识别图像。然而,潜在空间中的距离与人的感知和认知之间的关系尚不清楚。我们的研究通过操纵人脸图像的潜在向量的心理视觉实验来探讨潜在向量与人类感知或认知之间的关系。在感知研究中,变化感知任务被用来检验被试是否能感知人脸图像在潜在空间中移动任意距离前后的视觉变化。在认知研究中,一个人脸识别任务被用来检验参与者在潜在空间中移动任意距离后是否能识别出同一张脸。我们的实验表明,潜在空间中人脸图像之间的距离与人类对人脸图像视觉变化的感知和认知相关,可以用逻辑函数来建模。利用我们的方法,可以在潜在空间的距离和人类感知和认知的度量之间互换转换,从而有可能导致更好地反映人类感知和认知的图像处理。
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引用次数: 2
Facial Emotion Recognition of Virtual Humans with Different Genders, Races, and Ages 不同性别、种族和年龄的虚拟人的面部情感识别
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551464
Funda Durupinar, Jiehyun Kim
Research studies suggest that racial and gender stereotypes can influence emotion recognition accuracy both for adults and children. Stereotypical biases have severe consequences in social life but are especially critical in domains such as education and healthcare, where virtual humans have been extending their applications. In this work, we explore potential perceptual differences in the facial emotion recognition accuracy of virtual humans of different genders, races, and ages. We use realistic 3D models of male/female, Black/White, and child/adult characters. Using blendshapes and the Facial Action Coding System, we created videos of the models displaying facial expressions of six universal emotions with varying intensities. We ran an Amazon Mechanical Turk study to collect perceptual data. The results indicate statistically significant main effects of emotion type and intensity on emotion recognition accuracy. Although overall emotion recognition accuracy was similar across model race, gender, and age groups, there were some statistically significant effects across different groups for individual emotion types.
研究表明,种族和性别刻板印象会影响成人和儿童情绪识别的准确性。刻板印象的偏见在社会生活中有着严重的后果,但在教育和医疗保健等领域尤其重要,在这些领域,虚拟人已经扩展了他们的应用。在这项工作中,我们探讨了不同性别、种族和年龄的虚拟人在面部情绪识别准确性方面的潜在感知差异。我们使用现实的3D模型的男性/女性,黑人/白人,儿童/成人角色。使用混合形状和面部动作编码系统,我们制作了模特的视频,展示了六种不同强度的普遍情绪的面部表情。我们进行了一项亚马逊土耳其机器人研究来收集感知数据。结果表明,情绪类型和情绪强度对情绪识别正确率的主要影响有统计学意义。尽管整体情绪识别准确率在不同的模型种族、性别和年龄组之间相似,但在不同的个体情绪类型之间存在一些统计学上显著的影响。
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引用次数: 1
Impact of Manikin Display on Perception of Spatial Planning 人体模型展示对空间规划感知的影响
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551457
M. Schwartz, Brandon Haworth, Muhammad Usman, P. Faloutsos, Mubbasir Kapadia
The visualization of spaces, both virtual and built, has long been an important part of the environment design process. Industry tools to visualize occupancy have grown from simple drop-in stock photos post-design to real-time crowds simulations. However, while treatment of visualization and collaborative design processes has long been discussed in the HCI and Architecture communities, these inclusive design methods are infrequently seen in architecture education (e.g. studio) and practice, nor implemented in licensure requirements – leaving designers to think about the future occupants on their own. While there are strong indicators of the impact visualization modality and rendering style have on perception of scale and space, little has been explored regarding how we represent the human form with respect to these design tools and practices. We present findings from a novel online interactive space planning and estimation study that examines the effects of 3 common building visualization modalities in the design process with 3 human form modalities extracted from the architecture literature. Results indicate the type of visualization changes the number of occupants estimated, and that designers prefer integrated manikins within building models when estimating space usage, although their acceptance was equally divided between 2D and 3D. Our findings lay the foundation for new and focused design tools integrating human form and factors at building scale.
空间的可视化,无论是虚拟的还是建成的,一直是环境设计过程的重要组成部分。可视化入住率的行业工具已经从简单的库存照片后期设计发展到实时人群模拟。然而,虽然可视化和协作设计过程的处理在HCI和建筑界已经讨论了很长时间,但这些包容性的设计方法在建筑教育(例如工作室)和实践中很少见到,也没有在许可证要求中实施-让设计师自己考虑未来的居住者。虽然有很强的指标表明可视化方式和渲染风格对尺度和空间的感知有影响,但很少有人探讨我们如何用这些设计工具和实践来表现人类的形态。我们展示了一项新的在线交互式空间规划和评估研究的结果,该研究考察了三种常见的建筑可视化模式在设计过程中的影响,并从建筑文献中提取了三种人类形态模式。结果表明,可视化类型改变了估计的居住者数量,并且设计师在估计空间使用情况时更喜欢在建筑模型中集成人体模型,尽管他们的接受程度在2D和3D之间平分。我们的研究结果为在建筑尺度上整合人的形态和因素的新型设计工具奠定了基础。
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引用次数: 1
Virtual Nature: Investigating The Effect of Biomass on Immersive Virtual Reality Forest Bathing Applications For Stress Reduction 虚拟自然:研究生物质对沉浸式虚拟现实森林浴减压应用的影响
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551459
Rachel Masters, V. Interrante, Madeline Watts, F. Ortega
Shinrin-yoku, also known as forest bathing, is a nature immersion practice that has been shown to have restorative effects on mental health. Recently, applications of shinrin-yoku in virtual reality (VR) have been investigated as means of providing similar mental health benefits to people that do not have direct access to nature. These applications have shown similar health benefits, although not to the extent of real nature. The factors that make VR nature immersion effective are little researched to date. This paper investigates the Biophilia Hypothesis in the context of a VR-based nature immersion experience. Twenty-six participants were immersed in a computer-generated virtual natural environment that was either high in biomass (forest) or devoid of biomass (canyon), after experiencing an arithmetic stressor task. We compared multiple restorative outcomes between the high and low biomass groups, as well as preference ratings for real and virtual high and low biomass scenes among all participants. Our results call for further investigation into data trends we observed.
森林浴,也被称为森林浴,是一种自然浸泡练习,已被证明对心理健康有恢复作用。最近,shinrin-yoku在虚拟现实(VR)中的应用被研究作为一种手段,为无法直接接触大自然的人提供类似的心理健康益处。这些应用显示出类似的健康益处,尽管没有达到真正的程度。迄今为止,影响VR自然沉浸效果的因素研究很少。本文在基于vr的自然沉浸体验的背景下研究了亲生命假说。26名参与者在经历了一项算术压力任务后,沉浸在一个由计算机生成的虚拟自然环境中,这个环境要么是高生物量(森林),要么是缺乏生物量(峡谷)。我们比较了高生物量组和低生物量组之间的多种恢复结果,以及所有参与者对真实和虚拟高生物量和低生物量场景的偏好评级。我们的结果要求进一步调查我们观察到的数据趋势。
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引用次数: 5
On the Influence of Dynamic Illumination in the Perception of Translucency 动态光照对半透明感知的影响
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551462
Dario Lanza, A. Jarabo, B. Masiá
Translucent materials are ubiquitous in our daily lives, from organic materials such as food, liquids or human skin, to synthetic materials like plastic or rubber. In these materials, light penetrates inside the surface and scatters in the medium before leaving it. While the physical phenomena responsible for translucent appearance are well known, understanding how human observers perceive this type of materials is still an open problem: The appearance of translucent objects is affected by many dimensions beyond the optical properties of the material, including shape and illumination. In this work, we focus on the effect of illumination on the appearance of translucent materials. In particular, we analyze how static and dynamic illumination impact the perception of translucency. Previous studies have shown that changing the illumination conditions results in a constancy failure, specially in media with anisotropic phase functions. We extend this line of work, and analyze whether motion can alleviate such constancy failure. To do that, we run a psychophysical experiment where users need to match the optical density of a reference translucent object under both dynamic and static illumination. Surprisingly, our results suggest that in most cases light motion does not impact the perceived density of the translucent material. Our findings can have implications for material design in predictive rendering and authoring applications.
半透明材料在我们的日常生活中无处不在,从食物、液体或人体皮肤等有机材料,到塑料或橡胶等合成材料。在这些材料中,光线穿透表面内部,在离开介质之前散射。虽然导致半透明外观的物理现象是众所周知的,但了解人类观察者如何感知这种类型的材料仍然是一个悬而未决的问题:半透明物体的外观受到材料光学特性之外的许多维度的影响,包括形状和照明。在这个作品中,我们专注于照明对半透明材料外观的影响。特别是,我们分析了静态和动态照明如何影响半透明的感知。以往的研究表明,改变光照条件会导致恒常性失效,特别是在具有各向异性相函数的介质中。我们扩展了这条工作线,并分析了运动是否可以缓解这种恒定故障。为了做到这一点,我们进行了一个心理物理实验,用户需要在动态和静态照明下匹配参考半透明物体的光密度。令人惊讶的是,我们的结果表明,在大多数情况下,光运动不会影响半透明材料的感知密度。我们的发现可以对预测渲染和创作应用中的材料设计产生影响。
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引用次数: 0
Attentional synchrony in films: A window to visuospatial characterization of events 电影中的注意力同步:事件视觉空间表征的窗口
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551466
Vipul Nair, Jakob Suchan, M. Bhatt, Paul E. Hemeren
The study of event perception emphasizes the importance of visuospatial attributes in everyday human activities and how they influence event segmentation, prediction and retrieval. Attending to these visuospatial attributes is the first step toward event understanding, and therefore correlating attentional measures to such attributes would help to further our understanding of event comprehension. In this study, we focus on attentional synchrony amongst other attentional measures and analyze select film scenes through the lens of a visuospatial event model. Here we present the first results of an in-depth multimodal (such as head-turn, hand-action etc.) visuospatial analysis of 10 movie scenes correlated with visual attention (eye-tracking 32 participants per scene). With the results, we tease apart event segments of high and low attentional synchrony and describe the distribution of attention in relation to the visuospatial features. This analysis gives us an indirect measure of attentional saliency for a scene with a particular visuospatial complexity, ultimately directing the attentional selection of the observers in a given context.
事件感知的研究强调了视觉空间属性在人类日常活动中的重要性,以及它们如何影响事件分割、预测和检索。注意这些视觉空间属性是理解事件的第一步,因此,将注意措施与这些属性相关联将有助于我们进一步理解事件理解。在这项研究中,我们将注意力集中在其他注意措施中的注意同步性,并通过视觉空间事件模型来分析选择的电影场景。在这里,我们展示了对10个与视觉注意力相关的电影场景(每个场景追踪32名参与者)进行深入的多模态(如头部转动、手部动作等)视觉空间分析的第一批结果。在此基础上,我们对高、低注意同步性的事件片段进行了梳理,并描述了与视觉空间特征相关的注意分布。这种分析为我们提供了一个具有特定视觉空间复杂性的场景的注意力显著性的间接测量,最终指导观察者在给定环境中的注意力选择。
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引用次数: 1
Erosion as a novel Approach for removing Semantics and Comparison of different State-of-Art-Methods 侵蚀作为一种新的语义去除方法及不同技术水平方法的比较
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551458
Martin Schorradt, D. Cunningham
Through language, people convey not only pure semantics, but also information about themselves, such as age, gender, state of mind or health. The supralingual features that carry this information have been a subject of research for a long time. Various procedures have been proposed to remove unneeded semantics from speech recordings, in order to study supralingual information in natural speech. In this paper, we propose a new method for removing sematics, based on erosion, a morphological operator. We compare its effectiveness to different state-of-the-art methods. As established methods we consider two low pass filters with cut off frequencies of 450Hz and 1150Hz and Brownian noise. As a newer method we investigate a filter for spectro-temporal frequencies. To evaluate each method, appropriately processed recordings were presented to a group of participants in a perceptual experiment. The intelligibility was measured by means of the Levenshtein distance. Our results show that erosion itself performs similarly to the established methods, while a combination of erosion and low-pass filter outperforms all other methods.
通过语言,人们传达的不仅仅是纯粹的语义,还有关于自己的信息,如年龄、性别、心理状态或健康状况。携带这些信息的语言上特征长期以来一直是研究的主题。为了研究自然语音中的超语言信息,已经提出了各种方法来从语音记录中去除不需要的语义。本文提出了一种基于侵蚀算子的语义去除方法。我们将其有效性与不同的最先进的方法进行比较。作为既定的方法,我们考虑两个低通滤波器,截止频率分别为450Hz和1150Hz,并考虑布朗噪声。作为一种较新的方法,我们研究了一种光谱时间频率滤波器。为了评估每种方法,在知觉实验中,将经过适当处理的录音呈现给一组参与者。用Levenshtein距离测量可解度。我们的研究结果表明,侵蚀本身的性能与现有方法相似,而侵蚀和低通滤波器的组合优于所有其他方法。
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引用次数: 0
VR Distance Judgments are Affected by the Amount of Pre-Experiment Blind Walking 实验前盲走量对VR距离判断的影响
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551463
Soheil Sepahyar, S. Kuhl
Many studies have found people can accurately judge distances in the real world while they underestimate distances in virtual reality (VR). This discrepancy negatively impacts some VR applications. Direct blind walking is a popular method of measuring distance judgments where participants view a target and then walk to it while blindfolded. To ensure that participants are comfortable with blindfolded walking, researchers often require participants to practice blind walking beforehand. We call this practice ”pre-experiment blind walking” (PEBW). Few studies report details about their PEBW procedure, and little research has been conducted on how PEBW might affect subsequent distance judgments. This between-participant study varied the amount of the PEBW and had participants perform distance judgments in VR. The results show that a longer PEBW causes less distance underestimation. This work demonstrates the importance of clearly reporting PEBW procedures and suggests that a consistent procedure may be necessary to reliably compare direct blind walking research studies.
许多研究发现,人们在现实世界中可以准确判断距离,而在虚拟现实(VR)中却低估了距离。这种差异对一些VR应用产生了负面影响。直接盲走是一种流行的距离判断测量方法,参与者看到一个目标,然后蒙上眼睛走向它。为了确保参与者对蒙眼行走感到舒适,研究人员通常要求参与者事先进行盲走练习。我们称这种做法为“预实验盲走”(pre- experimental blind walking, PEBW)。很少有研究报道PEBW过程的细节,也很少有研究报道PEBW如何影响随后的距离判断。这项参与者之间的研究改变了PEBW的数量,并让参与者在VR中进行距离判断。结果表明,较长的PEBW对距离的低估较小。这项工作证明了明确报告PEBW过程的重要性,并表明可能需要一致的程序来可靠地比较直接的盲人行走研究。
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引用次数: 0
The influence of body orientation relative to gravity on egocentric distance estimates in virtual reality 虚拟现实中身体相对重力方向对自我中心距离估计的影响
Pub Date : 2022-09-22 DOI: 10.1145/3548814.3551456
Claudia Martin Calderon, M. Barnett-Cowan
Virtual reality head mounted displays (VR-HMD) can immerse individuals into a variety of virtual environments while accounting for head orientation to update the virtual environment. VR-HMDs also allow users to explore environments while maintaining different body positions (e.g. sitting and laying down). How discrepancies between real world body position and the virtual environment impact the perception of virtual space or, additionally, how a visual upright with incongruent changes in head orientation affects space perception within VR has not been fully defined. In this study we sought to further understand how changes in head-on-body orientation (laying supine, laying prone, laying on left side and, being upright) while a steady visual virtual upright is maintained can affect the perception of distance. We used a new psychophysics perceptual matching based approach with two different probe configurations (“L” & “T” shape) to extract distance perception thresholds in the four previously mentioned positions at egocentric distances of 4, 5, and 6 virtual meters. Our results indicate that changes in observer orientation with respect to gravity impact the perception of distances with a virtual environment when it is maintained at a visual upright. Here we found significant differences between perceived distances in the upright condition compared to the prone and laying on left side positions. Additionally, we found that distance perception results were impacted by differences in probe configuration. Our results add to a body of work on how changes in head-on-body orientation can affect the perception of distance, while stressing that more research is still needed to fully understand how these changes with respect to gravity affect the perception of space within virtual environments.
虚拟现实头戴式显示器(VR-HMD)可以使个人沉浸在各种虚拟环境中,同时考虑头部方向来更新虚拟环境。vr - hmd还允许用户在保持不同身体姿势(例如坐着和躺着)的情况下探索环境。现实世界的身体位置和虚拟环境之间的差异如何影响虚拟空间的感知,另外,头部方向不一致的视觉直立如何影响VR中的空间感知,目前还没有得到充分的定义。在这项研究中,我们试图进一步了解在保持稳定的视觉虚拟直立状态下,头部对身体方向(仰卧,俯卧,左侧躺和直立)的变化如何影响距离感知。我们使用了一种新的基于心理物理学感知匹配的方法,使用了两种不同的探针配置(“L”和“T”形状)来提取前面提到的四个位置的距离感知阈值,这些位置的自我中心距离为4、5和6虚拟米。我们的研究结果表明,当观察者保持视觉直立时,相对于重力的观察者方向的变化会影响与虚拟环境的距离感知。在这里,我们发现直立状态下感知距离与俯卧和躺在左侧位置之间存在显著差异。此外,我们发现距离感知结果受到探针配置差异的影响。我们的研究结果增加了头部对身体方向的变化如何影响距离感知的工作,同时强调仍然需要更多的研究来充分理解这些关于重力的变化如何影响虚拟环境中的空间感知。
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引用次数: 1
FauxThrow: Exploring the Effects of Incorrect Point of Release in Throwing Motions 假投掷:探索投掷动作中不正确的释放点的影响
Pub Date : 2022-08-03 DOI: 10.1145/3548814.3551461
Goksu Yamac, C. O'Sullivan
Our aim is to develop a better understanding of how the Point of Release (PoR) of a ball affects the perception of animated throwing motions. We present the results of a perceptual study where participants viewed animations of a virtual human throwing a ball, in which the point of release was modified to be early or late. We found that errors in overarm throws with a late PoR are detected more easily than an early PoR, while the opposite is true for underarm throws. The viewpoint and the distance the ball travels also have an effect on perceived realism. The results of this research can help improve the plausibility of throwing animations in interactive applications such as games or VR.
我们的目标是更好地理解球的释放点(PoR)如何影响动画投掷运动的感知。我们展示了一项感知研究的结果,参与者观看了一个虚拟人扔球的动画,其中释放点被修改为早或晚。我们发现,臂上投掷的错误与较晚的PoR相比,较早的PoR更容易被检测到,而臂下投掷的情况恰恰相反。视点和球移动的距离也会对感知的真实感产生影响。这项研究的结果可以帮助提高在游戏或VR等交互式应用程序中投掷动画的合理性。
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引用次数: 0
期刊
ACM Symposium on Applied Perception 2022
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