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PTRM: Perceived Terrain Realism Metric 感知地形现实度度量
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-11 DOI: https://dl.acm.org/doi/full/10.1145/3514244
Suren Deepak Rajasekaran, Hao Kang, Martin Čadík, Eric Galin, Eric Guérin, Adrien Peytavie, Pavel Slavík, Bedrich Benes

Terrains are visually prominent and commonly needed objects in many computer graphics applications. While there are many algorithms for synthetic terrain generation, it is rather difficult to assess the realism of a generated output. This article presents a first step toward the direction of perceptual evaluation for terrain models. We gathered and categorized several classes of real terrains, and we generated synthetic terrain models using computer graphics methods. The terrain geometries were rendered by using the same texturing, lighting, and camera position. Two studies on these image sets were conducted, ranking the terrains perceptually, and showing that the synthetic terrains are perceived as lacking realism compared to the real ones. We provide insight into the features that affect the perceived realism by a quantitative evaluation based on localized geomorphology-based landform features (geomorphons) that categorize terrain structures such as valleys, ridges, hollows, and so forth. We show that the presence or absence of certain features has a significant perceptual effect. The importance and presence of the terrain features were confirmed by using a generative deep neural network that transferred the features between the geometric models of the real terrains and the synthetic ones. The feature transfer was followed by another perceptual experiment that further showed their importance and effect on perceived realism. We then introduce Perceived Terrain Realism Metrics (PTRM), which estimates human-perceived realism of a terrain represented as a digital elevation map by relating the distribution of terrain features with their perceived realism. This metric can be used on a synthetic terrain, and it will output an estimated level of perceived realism. We validated the proposed metrics on real and synthetic data and compared them to the perceptual studies.

地形在许多计算机图形应用程序中是视觉上突出的和通常需要的对象。虽然有许多算法用于合成地形生成,但很难评估生成的输出的真实感。本文向地形模型的感知评价方向迈出了第一步。我们收集并分类了几类真实地形,并使用计算机图形学方法生成了合成地形模型。地形几何图形通过使用相同的纹理、照明和相机位置来渲染。对这些图像集进行了两项研究,对地形进行了感知排序,并表明与真实地形相比,合成地形被认为缺乏真实感。我们通过基于局部地貌学的地貌特征(地貌学)的定量评估来深入了解影响感知真实感的特征,地貌学对地形结构(如山谷、山脊、洼地等)进行分类。我们表明,某些特征的存在或不存在具有显著的感知效应。利用生成式深度神经网络在真实地形几何模型和合成地形几何模型之间进行特征转换,确定了地形特征的重要性和存在性。特征转移之后进行了另一个感知实验,进一步显示了特征转移对感知真实性的重要性和影响。然后,我们引入了感知地形真实感度量(PTRM),它通过将地形特征的分布与其感知真实感相关联来估计数字高程图中地形的人类感知真实感。这个指标可以用于合成地形,它将输出一个估计的感知现实主义水平。我们在真实和合成数据上验证了提出的度量标准,并将它们与感知研究进行了比较。
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引用次数: 0
Display-Size Dependent Effects of 3D Viewing on Subjective Impressions 3D观看对主观印象的显示尺寸依赖效应
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-11 DOI: https://dl.acm.org/doi/full/10.1145/3510461
Yamato Miyashita, Yasuhito Sawahata, Akihiro Sakai, Masamitsu Harasawa, Kazuhiro Hara, Toshiya Morita, Kazuteru Komine

This paper describes how the screen size of 3D displays affect the subjective impressions of 3D-visualized content. The key requirement for 3D displays is the presentation of depth cues comprising binocular disparities and/or motion parallax; however, the development of displays and production of content that include these cues leads to an increase in costs. Given the variety of screen sizes, it is expected that 3D characteristics are experienced differently by viewers depending on the screen size. We asked 48 participants to evaluate the 3D experience when using three different-sized stereoscopic displays (11.5, 55, and 200 inches) with head trackers. The participants were asked to score presented stimuli on 20 opposite-term pairs based on the semantic differential method after viewing each of six stimuli. Using factor analysis, we extracted three principal factors: power, related to strong three-dimensionality, real, etc.; visibility, related to stable, natural, etc.; and space, related to agile, open, etc., which had proportions of variances of 0.317, 0.277, and 0.251, respectively; their cumulation was 0.844. We confirmed that the three different-sized displays did not produce the same subjective impressions of the 3D characteristics. In particular, on the small-sized display, we found larger effects on power and space impressions from motion parallax (η2 = 0.133 and 0.161, respectively) than for the other two sizes. We found degradation of the visibility impressions from binocular disparities, which might be caused by artifacts from stereoscopy. The effects of 3D viewing on subjective impression depends on the display size, and small-sized displays offer the largest benefits by adding 3D characteristics to 2D visualization.

本文描述了3D显示器的屏幕尺寸如何影响3D可视化内容的主观印象。3D显示的关键要求是呈现深度线索,包括双眼差异和/或运动视差;然而,包含这些提示的显示和内容的开发会导致成本的增加。考虑到屏幕尺寸的多样性,预计观众对3D特征的体验会因屏幕尺寸的不同而不同。我们要求48名参与者在使用三种不同尺寸的立体显示器(11.5英寸、55英寸和200英寸)和头部追踪器时评估3D体验。研究人员要求被试在观看了6个刺激物后,根据语义差异法对20个相反的词对进行评分。利用因子分析,我们提取了三个主要因子:幂、关联度强、实时性强等;可见度,涉及稳定、自然等;空间与敏捷性、开放性等相关,方差比分别为0.317、0.277、0.251;其累积值为0.844。我们证实,三种不同尺寸的显示器不会产生相同的3D特征的主观印象。特别是,在小尺寸显示器上,我们发现运动视差(η2分别= 0.133和0.161)对功率和空间印象的影响大于其他两种尺寸。我们发现双眼视差造成的视觉印象退化,这可能是由立体视觉的伪影引起的。3D观看对主观印象的影响取决于显示尺寸,而小尺寸的显示通过在2D可视化中添加3D特征提供了最大的好处。
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引用次数: 0
On the Immersive Properties of High Dynamic Range Video 高动态范围视频的沉浸性研究
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-11 DOI: https://dl.acm.org/doi/full/10.1145/3524692
Stephen J. Hinde, Katy C. Noland, Graham A. Thomas, David R. Bull, Iain D. Gilchrist

This paper presents the results from two studies which used a dual-task methodology to measure an audience's experience of immersion while watching video under typical television viewing conditions. Immersion was measured while participants watched either a high dynamic range, wide color gamut video or a standard dynamic range, standard color gamut video, in high definition or ultra-high definition. Other video parameters were carefully measured and controlled.

The study found that high dynamic range, wide color gamut video is significantly more immersive than standard dynamic range, standard color gamut video in the chosen configuration. However, there was no evidence of significant differences in immersion between high-definition and ultra-high-definition resolutions.

本文介绍了两项研究的结果,这两项研究使用双任务方法来测量观众在典型电视观看条件下观看视频时的沉浸体验。当参与者观看高动态范围、宽色域的视频或标准动态范围、标准色域的高清或超高清视频时,浸入度被测量。其他视频参数被仔细测量和控制。研究发现,高动态范围、宽色域视频在选择配置时明显比标准动态范围、标准色域视频更具沉浸感。然而,没有证据表明高清和超高清分辨率之间的沉浸感有显著差异。
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引用次数: 0
Tactile Texture Display Combining Vibrotactile and Electrostatic-friction Stimuli: Substantial Effects on Realism and Moderate Effects on Behavioral Responses 结合振动和静电摩擦刺激的触觉纹理显示:对现实主义的实质性影响和对行为反应的适度影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-05-30 DOI: 10.1145/3539733
Kazuya Otake, S. Okamoto, Yasuhiro Akiyama, Yoji Yamada
There is increasing demand for tactile feedback functions for touch panels. We investigated whether virtual roughness texture quality can be improved through simultaneous use of vibrotactile and electrostatic-friction stimuli. This conjunctive use is expected to improve the perceptual quality of texture stimuli, because vibrotactile and electrostatic-friction stimuli have complementary characteristics. Our previous studies confirmed that these conjunct stimuli yield enhanced realism for simple grating roughness. In this study, we conducted experiments using simple and complex sinusoidal surface profiles consisting of one or two spatial wave components. Three different evaluation criteria were employed. The first criterion concerned the subjective realism, i.e., similarity with actual roughness textures, of virtual roughness textures. Participants compared the following three stimulus conditions: vibrotactile stimuli only, electrostatic-friction stimuli only, and their conjunct stimuli. The conjunct stimuli yielded the greatest realism. The second criterion concerned roughness texture identification under each of the three stimulus conditions for five different roughness textures. The highest identification accuracy rate was achieved under the conjunct stimulus condition; however, the performance difference was marginal. The third criterion concerned the discrimination threshold of the grating-scale spatial wavelength. There were no marked differences among the results for the three conditions. The findings of this study will improve virtual texture quality for touch-panel-type surface tactile displays.
人们对触摸板的触觉反馈功能的需求越来越大。我们研究了同时使用振动触觉和静电摩擦刺激是否可以改善虚拟粗糙度纹理质量。这种结合使用有望改善纹理刺激的感知质量,因为振动触觉和静电摩擦刺激具有互补的特性。我们以前的研究证实,这些联合刺激提高了简单光栅粗糙度的真实感。在这项研究中,我们使用由一个或两个空间波分量组成的简单和复杂正弦表面剖面进行了实验。采用了三种不同的评价标准。第一个标准涉及虚拟粗糙度纹理的主观真实感,即与实际粗糙度纹理的相似性。参与者比较了以下三种刺激条件:只有振动触觉刺激、只有静电摩擦刺激和它们的联合刺激。共同的刺激产生了最大的现实主义。第二个准则涉及五种不同粗糙度纹理在三种刺激条件下的粗糙度纹理识别。在联合刺激条件下,识别准确率最高;然而,性能差异是微乎其微的。第三个准则涉及光栅尺度空间波长的识别阈值。三种情况下的结果没有显著差异。本研究结果将有助于改善触控面板型表面触觉显示器的虚拟纹理质量。
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引用次数: 2
The Effects on Driving Behavior When Using a Head-mounted Display in a Dynamic Driving Simulator 在动态驾驶模拟器中使用头戴式显示器对驾驶行为的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-01-31 DOI: 10.1145/3483793
Björn Blissing, F. Bruzelius, Olle Eriksson
Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect on driving behavior in a simulator has not been sufficiently quantified. This article presents a study of driving behavior differences between projector-based graphics and head-mounted display in a large dynamic driving simulator. This study has selected five specific driving maneuvers suspected of affecting driving behavior differently depending on the choice of display technology. Some of these maneuvers were chosen to reveal changes in lateral and longitudinal driving behavior. Others were picked for their ability to highlight the benefits and drawbacks of head-mounted displays in a driving context. The results show minor changes in lateral and longitudinal driver behavior changes when comparing projectors and a head-mounted display. The most noticeable difference in favor of projectors was seen when the display resolution is critical to the driving task. The choice of display type did not affect simulator sickness nor the realism rated by the subjects.
驾驶模拟器是汽车开发和研究中常用的工具。大多数模拟器使用监视器或投影仪作为其主要显示系统。然而,新一代头戴式显示器的出现引发了人们将其作为主要显示类型的兴趣。头戴式显示器的总体优点和缺点已经得到了很好的研究,但它们对模拟器中驾驶行为的影响还没有得到充分的量化。本文在一个大型动态驾驶模拟器中研究了基于投影仪的图形与头戴式显示器的驾驶行为差异。本研究选择了五种特定的驾驶动作,这些动作可能会根据显示技术的选择对驾驶行为产生不同的影响。选择其中一些机动来揭示横向和纵向驾驶行为的变化。其他的被选中是因为他们能够突出头戴式显示器在驾驶环境中的优点和缺点。结果显示,当比较投影仪和头戴式显示器时,驾驶员的横向和纵向行为变化很小。当显示器分辨率对驾驶任务至关重要时,可以看到投影仪最明显的差异。显示类型的选择不影响模拟器病,也不影响被试评定的真实感。
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引用次数: 3
A Virtual Reality Application of the Rubber Hand Illusion Induced by Ultrasonic Mid-air Haptic Stimulation 超声空气触感诱导橡胶手错觉的虚拟现实应用
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-01-31 DOI: 10.1145/3487563
Anca Salagean, Jacob Hadnett-Hunter, Daniel J. Finnegan, A. A. Sousa, M. Proulx
Ultrasonic mid-air haptic technologies, which provide haptic feedback through airwaves produced using ultrasound, could be employed to investigate the sense of body ownership and immersion in virtual reality (VR) by inducing the virtual hand illusion (VHI). Ultrasonic mid-air haptic perception has solely been investigated for glabrous (hairless) skin, which has higher tactile sensitivity than hairy skin. In contrast, the VHI paradigm typically targets hairy skin without comparisons to glabrous skin. The aim of this article was to investigate illusory body ownership, the applicability of ultrasonic mid-air haptics, and perceived immersion in VR using the VHI. Fifty participants viewed a virtual hand being stroked by a feather synchronously and asynchronously with the ultrasonic stimulation applied to the glabrous skin on the palmar surface and the hairy skin on the dorsal surface of their hands. Questionnaire responses revealed that synchronous stimulation induced a stronger VHI than asynchronous stimulation. In synchronous conditions, the VHI was stronger for palmar stimulation than dorsal stimulation. The ultrasonic stimulation was also perceived as more intense on the palmar surface compared to the dorsal surface. Perceived immersion was not related to illusory body ownership per se but was enhanced by the provision of synchronous stimulation.
超声波空中触觉技术通过超声波产生的电波提供触觉反馈,可以通过诱导虚拟手错觉(VHI)来研究虚拟现实(VR)中的身体所有权和沉浸感。超声半空触觉感知仅针对无毛皮肤进行了研究,无毛皮肤比有毛皮肤具有更高的触觉灵敏度。相比之下,VHI范例通常针对有毛的皮肤,而不与无毛的皮肤进行比较。本文的目的是研究虚幻的身体所有权,超声波半空触觉的适用性,以及使用VHI在VR中的感知沉浸感。50名参与者观看了一只被羽毛同步和不同步抚摸的虚拟手,同时在手表面的无毛皮肤和手背表面的有毛皮肤上施加超声波刺激。问卷调查结果显示,同步刺激诱导的VHI强于异步刺激。在同步条件下,掌侧刺激的VHI强于背侧刺激。超声刺激也被认为在掌面比在背面更强烈。感知沉浸感与虚幻的身体所有权本身无关,但通过提供同步刺激而增强。
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引用次数: 4
Motor Variability in Complex Gesture Learning: Effects of Movement Sonification and Musical Background 复杂手势学习中的运动变异性:运动声化和音乐背景的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-01-31 DOI: 10.1145/3482967
Wanyu Liu, Michelle Agnes Magalhaes, W. Mackay, M. Beaudouin-Lafon, Frédéric Bevilacqua
With the increasing interest in movement sonification and expressive gesture-based interaction, it is important to understand which factors contribute to movement learning and how. We explore the effects of movement sonification and users’ musical background on motor variability in complex gesture learning. We contribute an empirical study in which musicians and non-musicians learn two gesture sequences over three days, with and without movement sonification. Results show the interlaced interaction effects of these factors and how they unfold in the three-day learning process. For gesture 1, which is fast and dynamic with a direct “action-sound” sonification, movement sonification induces higher variability for both musicians and non-musicians on day 1. While musicians reduce this variability to a similar level as no auditory feedback condition on day 2 and day 3, non-musicians remain to have significantly higher variability. Across three days, musicians also have significantly lower variability than non-musicians. For gesture 2, which is slow and smooth with an “action-music” metaphor, there are virtually no effects. Based on these findings, we recommend future studies to take into account participants’ musical background, consider longitudinal study to examine these effects on complex gestures, and use awareness when interpreting the results given a specific design of gesture and sound.
随着人们对运动声音化和基于表达手势的交互的兴趣日益浓厚,了解哪些因素有助于运动学习以及如何促进运动学习是很重要的。我们探讨了动作声音和使用者的音乐背景对复杂手势学习中运动变异性的影响。我们贡献了一项实证研究,其中音乐家和非音乐家在三天内学习两个手势序列,有和没有运动超声。结果显示了这些因素相互交织的影响,以及它们如何在三天的学习过程中展开。对于手势1来说,它是快速和动态的,具有直接的“动作声音”声,动作声在第一天对音乐家和非音乐家都产生了更高的变异性。虽然音乐家在第2天和第3天将这种可变性降低到与没有听觉反馈条件相似的水平,但非音乐家仍然具有明显更高的可变性。在三天的时间里,音乐家的变异性也明显低于非音乐家。而动作2则缓慢而流畅,带有“动作音乐”的隐喻,几乎没有效果。基于这些发现,我们建议未来的研究考虑参与者的音乐背景,考虑纵向研究来检验这些对复杂手势的影响,并在解释给定特定手势和声音设计的结果时使用意识。
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引用次数: 4
The Perceptual Consistency and Association of the LMA Effort Elements LMA努力要素的知觉一致性与关联
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2022-01-31 DOI: 10.1145/3473041
Hyejin Kim, Michael Neff, Sung-Hee Lee
Laban Movement Analysis (LMA) and its Effort element provide a conceptual framework through which we can observe, describe, and interpret the intention of movement. Effort attributes provide a link between how people move and how their movement communicates to others. It is crucial to investigate the perceptual characteristics of Effort to validate whether it can serve as an effective framework to support a wide range of applications in animation and robotics that require a system for creating or perceiving expressive variation in motion. To this end, we first constructed an Effort motion database of short video clips of five different motions: walk, sit down, pass, put, wave performed in eight ways corresponding to the extremes of the Effort elements. We then performed a perceptual evaluation to examine the perceptual consistency and perceived associations among Effort elements: Space (Indirect/Direct), Time (Sustained/Sudden), Weight (Light/Strong), and Flow (Free/Bound) that appeared in the motion stimuli. The results of the perceptual consistency evaluation indicate that although the observers do not perceive the LMA Effort element 100% as intended, true response rates of seven Effort elements are higher than false response rates except for light Effort. The perceptual consistency results showed varying tendencies by motion. The perceptual association between LMA Effort elements showed that a single LMA Effort element tends to co-occur with the elements of other factors, showing significant correlation with one or two factors (e.g., indirect and free, light and free).
拉班动作分析(LMA)及其努力元素提供了一个概念框架,通过这个框架,我们可以观察、描述和解释动作的意图。努力属性在人们如何运动和他们的运动如何与他人交流之间提供了联系。至关重要的是要研究努力的感知特征,以验证它是否可以作为一个有效的框架来支持动画和机器人中的广泛应用,这些应用需要一个系统来创建或感知运动中的表达变化。为此,我们首先构建了一个Effort动作数据库,其中包含五种不同动作的短视频片段:步行、坐下、通过、放置、摆动,以八种方式分别对应Effort元素的极值。然后,我们进行了感知评估,以检查运动刺激中出现的努力元素之间的感知一致性和感知关联:空间(间接/直接)、时间(持续/突然)、重量(轻/强)和流动(自由/受限)。知觉一致性评价结果表明,尽管观察者对LMA努力要素的感知并非100%达到预期,但除轻微努力外,七个努力要素的真实反应率均高于错误反应率。知觉一致性结果表现出不同运动的趋势。LMA努力要素之间的知觉关联表明,单个LMA努力要素往往与其他因素的要素共同出现,与一个或两个因素(如间接与自由、轻与自由)表现出显著的相关性。
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引用次数: 0
Introduction to the Special Issue on SAP 2021 SAP 2021特刊简介
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2021-10-31 DOI: 10.1145/3486577
Eakta Jain, A. Olivier
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引用次数: 0
Evaluating Grasping Visualizations and Control Modes in a VR Game 在VR游戏中评估抓取可视化和控制模式
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2021-10-31 DOI: 10.1145/3486582
A. Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, S. Jörg
A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience.
虚拟现实(VR)社区的主要目标是建立具有无缝和自然交互的完全沉浸式和存在诱导环境。为了实现这一目标,研究人员正在研究如何最好地直接使用我们的手来与虚拟环境进行互动。这一领域的大多数研究都要求参与者执行重复性任务。在本文中,我们将探讨这些研究结果是否能够转化为真正的应用和游戏体验。我们设计了一个虚拟的逃生室,参与者在其中与各种物体互动,收集线索并完成谜题。在一项受试者之间的研究中,我们研究了两种输入模式(控制器与手部跟踪)和两种抓取可视化(连续跟踪的手与抓取时消失的虚拟手)对所有权、真实感、效率、享受和存在的影响。我们的研究结果表明,与使用控制器相比,使用手部跟踪时,玩家的所有权、真实感、乐趣和存在感都有所提高。在抓握过程中,可视化的跟踪手在我们的所有权问题和享受问题中获得了更高的评分,而在许多应用程序中,虚拟手在抓握过程中消失是很常见的。我们还确认了两项研究的一些主要结果,即在更现实的游戏场景中使用重复设计,这可能更接近典型的用户体验。
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引用次数: 8
期刊
ACM Transactions on Applied Perception
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