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Virtual Reality Audio Game for Entertainment & Sound Localization Training 用于娱乐和声音本地化培训的虚拟现实音频游戏
IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-08 DOI: 10.1145/3676557
Lucas G. Gilberto, Fernando Bermejo, Fabián C. Tommasini, C. García Bauza
Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals.
在游戏和电子产业中,替代性应用不断发展。然而,由于游戏固有的视觉导向设计,对于残疾人,尤其是视障人士来说,无障碍使用电子游戏仍然是一个长期存在的障碍。音频游戏(AGs)是主要依靠听觉提示而非视觉界面的电子游戏。本研究的重点是为手机创建一个虚拟现实 AG,该 AG 整合了空间听觉所涉及的头部和躯干的自然运动。其评估包括用户体验、界面可用性和声音定位性能。这项研究让 18 名视力正常的参与者与对照组一起进行了一次前后测试。实验组接受了 7 次 AG 培训。通过访谈探讨了游戏体验的方方面面,同时还在培训前后测试了水平面声源定位。结果表明,与使用游戏和与界面互动有关的感觉都得到了描述。声源定位测试表明,受训者的表现明显提高,并随评估刺激的不同而变化。这些令人鼓舞的结果显示了未来虚拟 AG 的进步,为听觉训练提供了前景。这些创新为技能开发、娱乐和视障人士的融合带来了潜力。
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引用次数: 0
The Impact of Nature Realism on the Restorative Quality of Virtual Reality Forest Bathing 自然逼真度对虚拟现实森林浴修复质量的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2024-06-10 DOI: 10.1145/3670406
Rachel Masters, Jalynn Nicoly, Vidya Gaddy, Victoria Interrante, Francisco Ortega
Virtual reality (VR) forest bathing for stress relief and mental health has recently become a popular research topic. As people spend more of their lives indoors and have less access to the restorative benefit of nature, having a VR nature supplement has the potential to improve quality of life. However, the optimal design of VR nature environments is an active area of investigation with many research questions to be explored. One major issue with VR is the difficulty of rendering high-fidelity assets in real time without causing cybersickness, or VR motion sickness, within the headset. Due to this limitation, we investigate if the realism of VR nature is critical for the restorative effects by comparing a low-realism nature environment to a high-realism nature environment. We only found a significant difference in the perceived restorativeness of the two environments, but after observing trends in our data toward the stress reduction potential of the high-realism environment, we suggest exploring more varieties of high and low-realism environments in future work to investigate the full potential of VR and how people respond.
最近,虚拟现实(VR)森林浴在缓解压力和促进心理健康方面成为一个热门研究课题。由于人们在室内生活的时间越来越长,接触大自然的机会越来越少,因此拥有一个 VR 自然补充环境有可能提高人们的生活质量。然而,VR 自然环境的优化设计是一个活跃的研究领域,有许多研究问题有待探索。VR 的一个主要问题是很难在实时呈现高保真资产的同时不引起头显的晕机或 VR 晕动症。由于这一限制,我们通过比较低逼真度自然环境和高逼真度自然环境,研究 VR 自然环境的逼真度是否对恢复效果至关重要。我们只发现两种环境的恢复效果存在明显差异,但在观察到数据显示高逼真度环境具有减压潜力的趋势后,我们建议在未来的工作中探索更多种类的高逼真度和低逼真度环境,以研究 VR 的全部潜力以及人们的反应。
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引用次数: 0
Color Theme Evaluation through User Preference Modeling 通过用户偏好建模进行色彩主题评估
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2024-05-21 DOI: 10.1145/3665329
Bailin Yang, Tianxiang Wei, Frederick W. B. Li, Xiaohui Liang, Zhigang Deng, Yili Fang
Color composition (or color theme) is a key factor to determine how well a piece of art work or graphical design is perceived by humans. Despite a few color harmony models have been proposed, their results are often less satisfactory since they mostly neglect the variations of aesthetic cognition among individuals and treat the influence of all ratings equally as if they were all rated by the same anonymous user. To overcome this issue, in this paper we propose a new color theme evaluation model by combining a back propagation neural network and a kernel probabilistic model to infer both the color theme rating and the user aesthetic preference. Our experiment results show that our model can predict more accurate and personalized color theme ratings than state of the art methods. Our work is also the first-of-its-kind effort to quantitatively evaluate the correlation between user aesthetic preferences and color harmonies of five-color themes, and study such a relation for users with different aesthetic cognition.
色彩构成(或色彩主题)是决定一件艺术作品或图形设计如何被人类感知的关键因素。尽管已经提出了一些色彩和谐模型,但其结果往往不太令人满意,因为它们大多忽视了个体之间审美认知的差异,并将所有评分的影响视作同一匿名用户对所有评分一视同仁。为了克服这一问题,本文提出了一种新的色彩主题评价模型,将反向传播神经网络和核概率模型相结合,既能推断色彩主题评分,又能推断用户的审美偏好。实验结果表明,与现有方法相比,我们的模型能预测出更准确、更个性化的色彩主题评级。我们的研究还首次定量评估了用户审美偏好与五色主题色彩和谐度之间的相关性,并对不同审美认知的用户进行了研究。
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引用次数: 0
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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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。
{"title":"Assessing Human Reactions in a Virtual Crowd Based on Crowd Disposition, Perceived Agency, and User Traits","authors":"Bennie Bendiksen, Nana Lin, JieHyun Kim, Funda Durupinar","doi":"10.1145/3658670","DOIUrl":"https://doi.org/10.1145/3658670","url":null,"abstract":"<p>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.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140594042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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
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ACM Transactions on Applied Perception
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