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Understanding the Impact of Visual and Kinematic Information on the Perception of Physicality Errors 了解视觉和运动学信息对物理性错误感知的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-20 DOI: 10.1145/3660636
Goksu Yamac, Carol O’Sullivan, Michael Neff

Errors that arise due to a mismatch in the dynamics of a person’s motion and the visualized movements of their avatar in virtual reality are termed ‘physicality errors’ to distinguish them from simple physical errors, such as footskate. Physicality errors involve plausible motions, but with dynamic inconsistencies. Even with perfect tracking and ideal virtual worlds, such errors are inevitable in virtual reality whenever a person adopts an avatar that does not match their own proportions or lifts a virtual object that appears heavier than the movement of their hand. This study investigates people’s sensitivity to physicality errors in order to understand when they are likely to be noticeable and need to be mitigated. It uses a simple, well-understood exercise of a dumbbell lift to explore the impact of motion kinematics and varied sources of visual information, including changing body size, changing the size of manipulated objects, and displaying muscular strain. Results suggest that kinematic (motion) information has a dominant impact on perception of effort, but visual information, particularly the visual size of the lifted object, has a strong impact on perceived weight. This can lead to perceptual mismatches which reduce perceived naturalness. Small errors may not be noticeable, but large errors reduce naturalness. Further results are discussed, which inform the requirements for animation algorithms.

在虚拟现实中,由于人的运动动态与其虚拟化身的可视化运动不匹配而产生的错误被称为 "物理性错误",以区别于简单的物理错误(如脚滑)。物理性错误涉及似是而非的运动,但动态不一致。即使有完美的跟踪和理想的虚拟世界,在虚拟现实中,当一个人采用的头像与自己的比例不符,或者举起的虚拟物体看起来比手的动作重时,这种错误也是不可避免的。本研究调查了人们对体感误差的敏感度,以了解何时这些误差可能会引起注意并需要加以缓解。研究利用简单易懂的举哑铃练习来探讨运动运动学和各种视觉信息来源的影响,包括改变身体大小、改变操作对象的大小和显示肌肉应变。结果表明,运动学(动作)信息对努力感知有主要影响,但视觉信息,尤其是举起物体的视觉大小,对感知重量有很大影响。这会导致感知不匹配,从而降低感知自然度。小的误差可能不明显,但大的误差会降低自然度。我们还讨论了进一步的结果,这些结果为动画算法的要求提供了参考。
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引用次数: 0
Decoding Functional Brain Data for Emotion Recognition: A Machine Learning Approach 为情绪识别解码大脑功能数据:机器学习方法
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-18 DOI: 10.1145/3657638
Emine Elif Tülay, Tuğçe Ballı

The identification of emotions is an open research area and has a potential leading role in the improvement of socio-emotional skills such as empathy, sensitivity, and emotion recognition in humans. The current study aimed to use Event Related Potential (ERP) components (N100, N200, P200, P300, early Late Positive Potential (LPP), middle LPP, and late LPP) of EEG data for the classification of emotional states (positive, negative, neutral). EEG data were collected from 62 healthy individuals over 18 electrodes. An emotional paradigm with pictures from the International Affective Picture System (IAPS) was used to record the EEG data. A linear Support Vector Machine (C=0.1) was used to classify emotions, and a forward feature selection approach was used to eliminate irrelevant features. The early LPP component, which was the most discriminative among all ERP components, had the highest classification accuracy (70.16%) for identifying negative and neutral stimuli. The classification of negative versus neutral stimuli had the best accuracy (79.84%) when all ERP components were used as a combined feature set, followed by positive versus negative stimuli (75.00%) and positive versus neutral stimuli (68.55%). Overall, the combined ERP component feature sets outperformed single ERP component feature sets for all stimulus pairings in terms of accuracy. These findings are promising for further research and development of EEG-based emotion recognition systems.

情绪识别是一个开放的研究领域,对于提高人类的共情、敏感和情绪识别等社会情感技能具有潜在的领导作用。本研究旨在利用脑电图数据中的事件相关电位(ERP)成分(N100、N200、P200、P300、早期正电位(LPP)、中期正电位(LPP)和晚期正电位(LPP))对情绪状态(积极、消极和中性)进行分类。研究人员通过 18 个电极收集了 62 名健康人的脑电图数据。在记录脑电图数据时,使用了国际情感图片系统(IAPS)中的情感范例图片。使用线性支持向量机(C=0.1)对情绪进行分类,并使用前向特征选择法消除无关特征。在所有 ERP 分量中,早期 LPP 分量的辨别能力最强,在识别负面和中性刺激方面的分类准确率最高(70.16%)。将所有 ERP 成分作为组合特征集时,负性与中性刺激的分类准确率最高(79.84%),其次是正性与负性刺激(75.00%)和正性与中性刺激(68.55%)。总体而言,在所有刺激配对中,组合式ERP成分特征集的准确性都优于单一ERP成分特征集。这些发现为进一步研究和开发基于脑电图的情绪识别系统带来了希望。
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引用次数: 0
Assessing Human Reactions in a Virtual Crowd Based on Crowd Disposition, Perceived Agency, and User Traits 根据人群处置、感知代理和用户特征评估虚拟人群中的人类反应
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-13 DOI: 10.1145/3658670
Bennie Bendiksen, Nana Lin, JieHyun Kim, Funda Durupinar

Immersive virtual environments populated by real and virtual humans provide valuable insights into human decision-making processes under controlled conditions. Existing literature indicates elevated comfort, higher presence, and a more positive user experience when virtual humans exhibit rich behaviors. Based on this knowledge, we conducted a web-based, interactive study, in which participants were embodied within a virtual crowd with complex behaviors driven by an underlying psychological model. While participants interacted with a group of autonomous humanoid agents in a shopping scenario similar to Black Friday, the platform recorded their non-verbal behaviors. In this independent-subjects study, we investigated behavioral and emotional variances across participants with diverse backgrounds focusing on two conditions: perceived agency and the crowd’s emotional disposition. For perceived agency, one group of participants was told that the other crowd members were avatars controlled by humans, while another group was told that they were artificial agents. For emotional disposition, the crowd behaved either in a docile or hostile manner. The results suggest that the crowd’s disposition and specific participant traits significantly affected certain emotions and behaviors. For instance, participants collected fewer items and reported a higher increase of negative emotions when placed in a hostile crowd. However, perceived agency did not yield any statistically significant effects.

由真人和虚拟人组成的沉浸式虚拟环境为在受控条件下了解人类决策过程提供了宝贵的视角。现有文献表明,当虚拟人表现出丰富的行为时,用户会感到更舒适、更有临场感和更积极的用户体验。基于这些知识,我们开展了一项基于网络的互动研究,参与者置身于一个由潜在心理模型驱动的复杂行为的虚拟人群中。参与者在一个类似于 "黑色星期五 "的购物场景中与一群自主仿人代理互动,平台记录了他们的非语言行为。在这项独立主体研究中,我们调查了不同背景的参与者的行为和情绪差异,重点关注两种情况:感知代理和人群的情绪倾向。在感知代理方面,一组参与者被告知人群中的其他成员是由人类控制的化身,而另一组参与者则被告知他们是人工代理。在情绪倾向方面,人群的行为要么温顺,要么充满敌意。结果表明,人群的倾向和参与者的具体特征对某些情绪和行为有显著影响。例如,当被置于充满敌意的人群中时,参与者收集的物品更少,报告的负面情绪也更高。然而,感知代理并没有产生任何统计学意义上的重大影响。
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引用次数: 0
Color Hint-guided Ink Wash Painting Colorization with Ink Style Prediction Mechanism 利用水墨风格预测机制实现色彩暗示引导的水墨画着色
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-11 DOI: 10.1145/3657637
Yao Zeng, Xiaoyu Liu, Yijun Wang, Junsong Zhang

We propose an end-to-end generative adversarial network that allows for controllable ink wash painting generation from sketches by specifying the colors via color hints. To the best of our knowledge, this is the first study for interactive Chinese ink wash painting colorization from sketches. To help our network understand the ink style and artistic conception, we introduced an ink style prediction mechanism for our discriminator, which enables the discriminator to accurately predict the style with the help of a pre-trained style encoder. We also designed our generator to receive multi-scale feature information from the feature pyramid network for detail reconstruction of ink wash painting. Experimental results and user study show that ink wash paintings generated by our network have higher realism and richer artistic conception than existing image generation methods.

我们提出了一种端到端生成式对抗网络,可通过颜色提示指定颜色,从素描中生成可控的水墨画。据我们所知,这是首个根据素描进行交互式中国水墨画着色的研究。为了帮助我们的网络理解水墨风格和艺术构思,我们为鉴别器引入了水墨风格预测机制,使鉴别器能够在预先训练的风格编码器的帮助下准确预测风格。我们还设计了生成器,以接收来自特征金字塔网络的多尺度特征信息,从而实现水墨画的细节重构。实验结果和用户研究表明,与现有的图像生成方法相比,我们的网络生成的水墨画具有更高的逼真度和更丰富的艺术意境。
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引用次数: 0
Adaptation to Simulated Hypergravity in a Virtual Reality Throwing Task 在虚拟现实投掷任务中适应模拟超重力
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-05 DOI: 10.1145/3643849
Matti Pouke, Elmeri Uotila, Evan G. Center, Kalle G. Timperi, Alexis P. Chambers, Timo Ojala, Steven M. LaValle

According to previous research, humans are generally poor at adapting to earth-discrepant gravity, especially in Virtual Reality (VR), which cannot simulate the effects of gravity on the physical body. Most of the previous VR research on gravity adaptation has used perceptual or interception tasks, although adaptation to these tasks seems to be especially challenging compared to tasks with a more pronounced motor component. This paper describes the results of two between-subjects studies (n = 60 and n = 42) that investigated adaptation to increased gravity simulated by an interactive VR experience. The experimental procedure was identical in both studies: In the adaptation phase, one group was trained to throw a ball at a target using Valve Index motion controllers in gravity that was simulated at five times of earth’s gravity (hypergravity group), whereas another group threw at a longer-distance target under normal gravity (normal gravity group) so that both groups had to exert the same amount of force when throwing (approximated manually in Study 1 and mathematically in Study 2). Then, in the measurement phase, both groups repeatedly threw a virtual ball at targets in normal gravity. In this phase, the trajectory of the ball was hidden at the moment of release so that the participants had to rely on their internal model of gravity to hit the targets rather than on visual feedback. Target distances were placed within the same range for both groups in the measurement phase. According to our preregistered hypotheses, we predicted that the hypergravity group would display worse overall throwing accuracy, and would specifically overshoot the target more often than the normal gravity group. Our experimental data supported both hypotheses in both studies. The findings indicate that training an interactive task in higher simulated gravity led participants in both studies to update their internal gravity models, and therefore, some adaptation to higher gravity did indeed occur. However, our exploratory analysis also indicates that the participants in the hypergravity group began to gradually regain their throwing accuracy throughout the course of the measurement phase.

根据以往的研究,人类适应地球稀薄重力的能力普遍较差,尤其是在无法模拟重力对人体影响的虚拟现实(VR)中。之前大多数有关重力适应的虚拟现实研究都使用了感知或拦截任务,尽管与运动成分更明显的任务相比,适应这些任务似乎特别具有挑战性。本文介绍了两项主体间研究(n = 60 和 n = 42)的结果,这些研究调查了对交互式 VR 体验模拟的重力增加的适应性。两项研究的实验过程完全相同:在适应阶段,一组受训者使用 Valve Index 运动控制器在模拟为地球重力五倍的重力条件下向目标投掷小球(超重力组),而另一组受训者则在正常重力条件下向距离较远的目标投掷小球(正常重力组),因此两组受训者在投掷小球时必须施加相同的力量(在研究 1 中为手动近似值,在研究 2 中为数学近似值)。然后,在测量阶段,两组人都在正常重力下反复向目标投掷虚拟球。在这一阶段,在释放球的瞬间,球的轨迹被隐藏起来,因此被试必须依靠内部重力模型而不是视觉反馈来击中目标。在测量阶段,两组受试者的目标距离保持一致。根据我们预先设定的假设,我们预测超重力组的总体投掷准确性会比正常重力组差,而且会比正常重力组更频繁地偏离目标。我们的实验数据支持了这两项研究中的假设。研究结果表明,在较高的模拟重力下进行交互式任务训练,会使两项研究中的参与者更新其内部重力模型,因此,确实发生了一些对较高重力的适应。不过,我们的探索性分析也表明,在整个测量阶段,超重力组的参与者开始逐渐恢复投掷准确性。
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引用次数: 0
The Influence of the Other-Race Effect on Susceptibility to Face Morphing Attacks. 其他种族效应对人脸变形攻击易感性的影响
IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 Epub Date: 2023-12-09 DOI: 10.1145/3618113
Snipta Mallick, Géraldine Jeckeln, Connor J Parde, Carlos D Castillo, Alice J O'Toole

Facial morphs created between two identities resemble both of the faces used to create the morph. Consequently, humans and machines are prone to mistake morphs made from two identities for either of the faces used to create the morph. This vulnerability has been exploited in "morph attacks" in security scenarios. Here, we asked whether the "other-race effect" (ORE)-the human advantage for identifying own- vs. other-race faces-exacerbates morph attack susceptibility for humans. We also asked whether face-identification performance in a deep convolutional neural network (DCNN) is affected by the race of morphed faces. Caucasian (CA) and East-Asian (EA) participants performed a face-identity matching task on pairs of CA and EA face images in two conditions. In the morph condition, different-identity pairs consisted of an image of identity "A" and a 50/50 morph between images of identity "A" and "B". In the baseline condition, morphs of different identities never appeared. As expected, morphs were identified mistakenly more often than original face images. Of primary interest, morph identification was substantially worse for cross-race faces than for own-race faces. Similar to humans, the DCNN performed more accurately for original face images than for morphed image pairs. Notably, the deep network proved substantially more accurate than humans in both cases. The results point to the possibility that DCNNs might be useful for improving face identification accuracy when morphed faces are presented. They also indicate the significance of the race of a face in morph attack susceptibility in applied settings.

在两个身份之间创建的面部变形与用于创建变形的两张脸相似。因此,人类和机器很容易将两种身份的变体误认为是用于创建变体的任何一张脸。安全场景中的“变形攻击”已经利用了这个漏洞。在这里,我们询问“其他种族效应”(ORE)——人类识别自己与其他种族面孔的优势——是否加剧了人类的变形攻击易感性。我们还询问了深度卷积神经网络(DCNN)中的人脸识别性能是否受到变形人脸种族的影响。高加索人(CA)和东亚人(EA)在两种情况下对高加索人和东亚人的面部图像进行了面部身份匹配任务。在变形条件下,不同同一性对由身份“A”的图像和身份“A”与身份“B”的图像之间50/50的变形组成。在基线条件下,不同身份的变体从未出现。不出所料,变体比原始人脸更容易被错误识别。最重要的是,与同种族的面孔相比,跨种族面孔的形态识别要差得多。与人类相似,DCNN对原始人脸图像的识别比对变形图像的识别更准确。值得注意的是,深度网络在这两种情况下都比人类准确得多。结果表明,当呈现变形的人脸时,DCNNs可能有助于提高人脸识别的准确性。它们还表明了在应用环境中面部种族对变形攻击敏感性的重要性。
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引用次数: 0
Estimates of Temporal Edge Detection Filters in Human Vision 人类视觉中时态边缘检测滤波器的估计值
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-30 DOI: 10.1145/3639052
Pontus Ebelin, Gyorgy Denes, Tomas Akenine-Möller, Kalle Åström, Magnus Oskarsson, William H. McIlhagga

Edge detection is an important process in human visual processing. However, as far as we know, few attempts have been made to map the temporal edge detection filters in human vision. To that end, we devised a user study and collected data from which we derived estimates of human temporal edge detection filters based on three different models, including the derivative of the infinite symmetric exponential function and temporal contrast sensitivity function. We analyze our findings using several different methods, including extending the filter to higher frequencies than were shown during the experiment. In addition, we show a proof of concept that our filter may be used in spatiotemporal image quality metrics by incorporating it into a flicker detection pipeline.

边缘检测是人类视觉处理中的一个重要过程。然而,据我们所知,很少有人尝试绘制人类视觉中的时间边缘检测滤波器。为此,我们设计了一项用户研究并收集了数据,从中我们得出了基于三种不同模型的人类时间边缘检测滤波器的估计值,包括无限对称指数函数的导数和时间对比敏感度函数。我们使用几种不同的方法分析了我们的发现,包括将滤波器扩展到比实验中显示的频率更高的频率。此外,我们还展示了一个概念证明,即通过将我们的滤波器纳入闪烁检测管道,可将其用于时空图像质量度量。
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引用次数: 0
Introduction to the SAP 2023 Special Issue SAP 2023特刊简介
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-01 DOI: 10.1145/3629977
Alexandre Chapiro, Andrew Robb

No abstract available.

没有摘要。
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引用次数: 0
Two-finger Stiffness Discrimination with the Stochastic Resonance Effect 随机共振效应下的两指刚度判别
4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-27 DOI: 10.1145/3630254
Komi Chamnongthai, Takahiro Endo, Fumitoshi Matsuno
We investigated the ability of two fingers to discriminate stiffness with stochastic resonance. It is known that the haptic perception at the fingertip improves when vibrotactile noise propagates to the fingertip, which is a phenomenon called the stochastic resonance. The improvement in the haptic sensation of a fingertip depends on the intensity of the noise propagating to the fingertip. An improvement in the haptic sensation of multiple fingertips does not require multiple noise sources, such as vibrators, to be attached to multiple fingertips; i.e., even a single vibrator can propagate noise to multiple fingers. In this study, we focus on stiffness discrimination as a task using multiple fingers, in which the thumb and index finger are used to touch an object and perceive its stiffness. Subsequently, we demonstrate that the stiffness perception is improved by propagating sufficiently intense noise to the thumb and index finger using only a single vibrator. The findings indicate the possibility of improving the haptic sensation at multiple fingertips using one vibrator.
我们研究了两根手指在随机共振中区分刚度的能力。我们知道,当振动触觉噪声传播到指尖时,指尖的触觉会得到改善,这种现象被称为随机共振。指尖触觉的改善取决于传播到指尖的噪声的强度。一种对多个指尖的触觉感觉的改进不需要将多个噪声源,如振动器附加到多个指尖;也就是说,即使是一个振动器也可以将噪声传播到多个手指。在本研究中,我们将刚度判别作为一项使用多个手指的任务,其中拇指和食指用于触摸物体并感知其刚度。随后,我们证明通过仅使用单个振动器向拇指和食指传播足够强烈的噪声可以改善刚度感知。研究结果表明,使用一个振动器可以改善多个指尖的触觉。
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引用次数: 0
Exploring the Relative Effects of Body Position and Locomotion Method on Presence and Cybersickness when Navigating a Virtual Environment 探索在虚拟环境中导航时,身体位置和运动方法对存在感和晕动病的相对影响
4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-16 DOI: 10.1145/3627706
Aelee Kim, Jeong-Eun Lee, Kyoung-Min Lee
The primary goals of this research are to strengthen the understanding of the mechanisms underlying presence and cybersickness in relation to the body position and locomotion method when navigating a virtual environment (VE). In this regard, we compared two body positions (standing and sitting) and four locomotion methods (steering + embodied control [EC], steering + instrumental control [IC], teleportation + EC, and teleportation + IC) to examine the association between body position, locomotion method, presence, and cybersickness in VR. The results of a two-way ANOVA revealed a main effect for locomotion method on presence, with the sense of presence significantly lower for the steering + IC condition. However, there was no main effect for body position on presence, nor was there an interaction between body position and locomotion method. For cybersickness, nonparametric tests were used due to non-normality. The results of Mann-Whitney U tests indicated a statistically significant effect of body position on cybersickness. In particular, the level of cybersickness was significantly higher for a standing position than for a sitting position. In addition, the results of Kruskal-Wallis tests revealed that the locomotion method had a meaningful effect on cybersickness, with participants in the steering conditions feeling stronger symptoms of cybersickness than those in the teleportation conditions. Overall, this study confirmed the relationship between body position, locomotion method, presence, and cybersickness when navigating a VE.
本研究的主要目的是加强对在虚拟环境(VE)中导航时与身体位置和运动方法相关的存在和晕动病的机制的理解。在这方面,我们比较了两种身体姿势(站立和坐着)和四种运动方式(转向+具身控制[EC],转向+工具控制[IC],隐形传态+ EC和隐形传态+ IC),以研究VR中身体姿势,运动方式,存在和晕动病之间的关系。双向方差分析结果显示,运动方式对存在感有主要影响,驾驶+ IC条件的存在感显著降低。然而,体位对在场感没有主要影响,体位与运动方式之间也没有交互作用。对于晕动病,由于非正态性,使用了非参数测试。曼-惠特尼U测试的结果显示,体位对晕屏有显著的统计学影响。特别是,站着的晕机程度明显高于坐着的晕机程度。此外,Kruskal-Wallis测试的结果显示,运动方法对晕机有显著的影响,驾驶条件下的参与者比传送条件下的参与者感到更强烈的晕机症状。总的来说,这项研究证实了在驾驶VE时身体位置、运动方式、存在感和晕动病之间的关系。
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引用次数: 0
期刊
ACM Transactions on Applied Perception
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