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Stealth Updates of Visual Information by Leveraging Change Blindness and Computational Visual Morphing 利用变化盲性和计算视觉变形实现视觉信息的隐身更新
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-10-31 DOI: 10.1145/3486581
Shunichi Kasahara, Kazuma Takada
We present an approach for covert visual updates by leveraging change blindness with computationally generated morphed images. To clarify the design parameters for intentionally suppressing change detection with morphing visuals, we investigated the visual change detection in three temporal behaviors: visual blank, eye-blink, and step-sequential changes. The results showed a robust trend of change blindness with a blank of more than 33.3 ms and with eye blink. Our sequential change study revealed that participants did not recognize changes until an average of 57% morphing toward another face in small change steps. In addition, changes went unnoticed until the end of morphing in more than 10% of all trials. Our findings should contribute to the design of covert visual updates without consuming users’ attention by leveraging change blindness with computational visual morphing.
我们提出了一种隐蔽的视觉更新方法,利用变化盲性与计算生成的变形图像。为了明确利用变形视觉有意抑制变化检测的设计参数,我们研究了视觉空白、眨眼和阶跃变化三种时间行为下的视觉变化检测。结果显示,空白时间超过33.3 ms和眨眼时,变化盲视的趋势明显。我们的顺序变化研究表明,参与者没有意识到变化,直到平均57%的人在小变化的步骤中转向另一张脸。此外,在所有试验中,超过10%的变化直到变形结束时才被注意到。我们的研究结果应该有助于隐蔽视觉更新的设计,而不会消耗用户的注意力,通过利用变化盲视与计算视觉变形。
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引用次数: 3
Learning GAN-Based Foveated Reconstruction to Recover Perceptually Important Image Features 基于学习GAN的Fovead重建恢复感知重要图像特征
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-08-07 DOI: 10.1145/3583072
L. Surace, Marek Wernikowski, C. Tursun, K. Myszkowski, R. Mantiuk, P. Didyk
A foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of generative adversarial networks (GANs) has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case of other supervised learning approaches, the definition of the loss function and the training strategy heavily influence the quality of the output. In this work,we consider the problem of efficiently guiding the training of foveated reconstruction techniques such that they are more aware of the capabilities and limitations of the human visual system, and thus can reconstruct visually important image features. Our primary goal is to make the training procedure less sensitive to distortions that humans cannot detect and focus on penalizing perceptually important artifacts. Given the nature of GAN-based solutions, we focus on the sensitivity of human vision to hallucination in case of input samples with different densities. We propose psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The proposed strategy renders the generator network flexible by penalizing only perceptually important deviations in the output. As a result, the method emphasized the recovery of perceptually important image features. We evaluated our strategy and compared it with alternative solutions by using a newly trained objective metric, a recent foveated video quality metric, and user experiments. Our evaluations revealed significant improvements in the perceived image reconstruction quality compared with the standard GAN-based training approach.
根据人类视觉系统的视网膜灵敏度分布的稀疏样本集可以完全重建凹陷图像,视网膜灵敏度随着离心率的增加而迅速降低。生成对抗性网络(GANs)的使用最近被证明是这类任务的一种很有前途的解决方案,因为它们可以成功地使丢失的图像信息产生幻觉。与其他监督学习方法一样,损失函数的定义和训练策略严重影响输出的质量。在这项工作中,我们考虑了有效指导凹陷重建技术训练的问题,使它们更了解人类视觉系统的能力和局限性,从而能够重建视觉上重要的图像特征。我们的主要目标是使训练过程对人类无法检测到的失真不那么敏感,并专注于惩罚感知上重要的人工制品。鉴于基于GAN的解决方案的性质,我们重点关注在不同密度的输入样本的情况下,人类视觉对幻觉的敏感性。我们提出了心理物理实验,一个数据集,以及一个训练凹图像重建的程序。所提出的策略通过只惩罚输出中感知到的重要偏差,使发电网络变得灵活。因此,该方法强调恢复感知上重要的图像特征。我们评估了我们的策略,并通过使用新训练的客观指标、最近的视频质量指标和用户实验将其与替代解决方案进行了比较。我们的评估显示,与基于GAN的标准训练方法相比,感知图像重建质量显著提高。
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引用次数: 0
MovEcho: A Gesture-Sound Interface Allowing Blind Manipulations in a Driving Context MovEcho:一个手势-声音界面,允许在驾驶环境中进行盲操作
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-01-01 DOI: 10.1145/3464692
Benjamin Bressolette, Sébastien Denjean, Vincent Roussarie, M. Aramaki, S. Ystad, R. Kronland-Martinet
Most recent vehicles are equipped with touchscreens, which replace arrays of buttons that control secondary driving functions, such as temperature level, strength of ventilation, GPS, or choice of radio stations. While driving, manipulating such interfaces can be problematic in terms of safety, because they require the drivers’ sight. In this article, we develop an innovative interface, MovEcho, which is piloted with gestures and associated with sounds that are used as informational feedback. We compare this interface to a touchscreen in a perceptual experiment that took place in a driving simulator. The results show that MovEcho allows for a better visual task completion related to traffic and is preferred by the participants. These promising results in a simulator condition have to be confirmed in future studies, in a real vehicle with a comparable expertise for both interfaces.
大多数最新的车辆都配备了触摸屏,取代了控制次要驾驶功能的按钮阵列,如温度水平、通风强度、GPS或选择广播电台。在驾驶时,操纵这样的接口可能会有安全问题,因为它们需要司机的视线。在本文中,我们开发了一种创新的界面,MovEcho,它带有手势,并与作为信息反馈的声音相关联。我们将这个界面与在驾驶模拟器中进行的感知实验中的触摸屏进行了比较。结果表明,移动回声能够更好地完成与交通相关的视觉任务,是参与者的首选。这些在模拟器条件下的有希望的结果必须在未来的研究中得到证实,在一个真正的车辆上,对这两个接口具有相当的专业知识。
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引用次数: 1
Translational and Rotational Arrow Cues (TRAC) Navigation Method for Manual Alignment Tasks. 手动对齐任务的平移和旋转箭头提示(TRAC)导航方法。
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2020-03-01 Epub Date: 2020-02-10 DOI: 10.1145/3375001
David E Usevitch, Adam J Sperry, Jake J Abbott

Many tasks in image-guided surgery require a clinician to manually position an instrument in space, with respect to a patient, with five or six degrees of freedom (DOF). Displaying the current and desired pose of the object on a 2D display such as a computer monitor is straightforward. However, providing guidance to accurately and rapidly navigate the object in 5-DOF or 6-DOF is challenging. Guidance is typically accomplished by showing distinct orthogonal viewpoints of the workspace, requiring simultaneous alignment in all views. Although such methods are commonly used, they can be quite unintuitive, and it can take a long time to perform an accurate 5-DOF or 6-DOF alignment task. In this article, we describe a method of visually communicating navigation instructions using translational and rotational arrow cues (TRAC) defined in an object-centric frame, while displaying a single principal view that approximates the human's egocentric view of the physical object. The target pose of the object is provided but typically is used only for the initial gross alignment. During the accurate-alignment stage, the user follows the unambiguous arrow commands. In a series of human-subject studies, we show that the TRAC method outperforms two common orthogonal-view methods-the triplanar display, and a sight-alignment method that closely approximates the Acrobot Navigation System-in terms of time to complete 5-DOF and 6-DOF navigation tasks. We also find that subjects can achieve 1 mm and 1° accuracy using the TRAC method with a median completion time of less than 20 seconds.

在图像引导手术中,许多任务需要临床医生在空间中手动定位器械,相对于患者,有五到六个自由度(DOF)。在计算机显示器等2D显示器上显示对象的当前和期望姿态非常简单。然而,在5-DOF或6-DOF中提供准确和快速导航对象的指导是具有挑战性的。引导通常是通过显示工作空间的不同正交视点来完成的,这需要在所有视图中同时对齐。虽然这种方法是常用的,但它们可能非常不直观,并且可能需要很长时间才能执行准确的5-DOF或6-DOF校准任务。在本文中,我们描述了一种视觉传达导航指令的方法,使用在以对象为中心的框架中定义的平移和旋转箭头线索(TRAC),同时显示一个近似于人类以自我为中心的物理对象视图的单一主视图。提供对象的目标姿态,但通常仅用于初始粗对齐。在精确对齐阶段,用户遵循明确的箭头命令。在一系列的人体研究中,我们表明TRAC方法在完成5-DOF和6-DOF导航任务的时间方面优于两种常见的正交视图方法-三平面显示和一种非常接近Acrobot导航系统的视线对准方法。我们还发现,使用TRAC方法,受试者可以达到1毫米和1°的精度,平均完成时间不到20秒。
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引用次数: 4
Perceptual Attributes Analysis of Real-world Materials 现实世界材料的感知属性分析
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-03-01 DOI: 10.1145/3301412
J. Filip, M. Kolafová
Material appearance is often represented by a bidirectional reflectance distribution function (BRDF). Although the concept of the BRDF is widely used in computer graphics and related applications, the number of actual captured BRDFs is limited due to a time and resources demanding measurement process. Several BRDF databases have already been provided publicly, yet subjective properties of underlying captured material samples, apart from single photographs, remain unavailable for users. In this article, we analyzed material samples, used in the creation of the UTIA BRDF database, in a psychophysical study with nine subjects and assessed its 12 visual, tactile, and subjective attributes. Further, we evaluated the relationship between the attributes and six material categories. We consider the presented perceptual analysis as valuable and complementary information to the database; that could aid users to select appropriate materials for their applications.
材料外观通常由双向反射分布函数(BRDF)表示。尽管BRDF的概念广泛应用于计算机图形学和相关应用,但由于测量过程需要时间和资源,实际捕获的BRDF数量有限。已经公开提供了几个BRDF数据库,但除了单张照片之外,用户仍然无法获得基本捕获材料样本的主观属性。在本文中,我们分析了用于创建uta BRDF数据库的材料样本,在一项有9名受试者的心理物理学研究中,并评估了其12个视觉、触觉和主观属性。进一步,我们评估了属性与六个材料类别之间的关系。我们认为所呈现的感性分析是对数据库有价值和补充的信息;这可以帮助用户为他们的应用选择合适的材料。
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引用次数: 4
Plastination - an Innovative Preservative Technique In Anatomy 塑化——解剖学中一种创新的防腐技术
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2018-11-23 DOI: 10.24966/tap-7752/100003
Anas Sarwar Qureshi
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引用次数: 6
Keppi: A Tangible User Interface for Self-Reporting Pain. Keppi:用于自我报告疼痛的有形用户界面。
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2018-04-01 DOI: 10.1145/3173574.3174076
Alexander T Adams, Phil Adams, Elizabeth L Murnane, Mike Elfenbein, Shruti Sannon, Geri Gay, Tanzeem Choudhury, Pamara F Chang

Motivated by the need to support those self-managing chronic pain, we report on the development and evaluation of a novel pressure-based tangible user interface (TUI) for the self-report of scalar values representing pain intensity. Our TUI consists of a conductive foam-based, force-sensitive resistor (FSR) covered in a soft rubber with embedded signal conditioning, an ARM Cortex-M0 microprocessor, and Bluetooth Low Energy (BLE). In-lab usability and feasibility studies with 28 participants found that individuals were able to use the device to make reliable reports with four degrees of freedom as well map squeeze pressure to pain level and visual feedback. Building on insights from these studies, we further redesigned the FSR into a wearable device with multiple form factors, including a necklace, bracelet, and keychain. A usability study with an additional 7 participants from our target population, elderly individuals with chronic pain, found high receptivity to the wearable design, which offered a number of participant-valued characteristics (e.g., discreetness) along with other design implications that serve to inform the continued refinement of tangible devices that support pain self-assessment.

出于支持那些自我管理慢性疼痛的需要,我们报告了一种新的基于压力的有形用户界面(TUI)的开发和评估,该界面用于表示疼痛强度的标量值的自我报告。我们的TUI由一个基于导电泡沫的力敏电阻器(FSR)、一个ARM Cortex-M0微处理器和蓝牙低能耗(BLE)组成,FSR覆盖在软橡胶中,具有嵌入式信号调节功能。对28名参与者进行的实验室可用性和可行性研究发现,个人能够使用该设备在四个自由度下做出可靠的报告,并将挤压压力映射到疼痛程度和视觉反馈。基于这些研究的见解,我们进一步将FSR重新设计为一种具有多种形状因素的可穿戴设备,包括项链、手镯和钥匙扣。一项针对我们的目标人群中另外7名参与者(患有慢性疼痛的老年人)的可用性研究发现,可穿戴设计具有很高的可接受性,它提供了许多参与者重视的特征(如离散性)以及其他设计含义,有助于为支持疼痛自我评估的有形设备的持续改进提供信息。
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引用次数: 33
A Proposed Methodology for Evaluating HDR False Color Maps 一种评估HDR假色图的方法
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2911986
A. Akyüz, Osman Kaya
Color mapping, which involves assigning colors to the individual elements of an underlying data distribution, is a commonly used method for data visualization. Although color maps are used in many disciplines and for a variety of tasks, in this study we focus on its usage for visualizing luminance maps. Specifically, we ask ourselves the question of how to best visualize a luminance distribution encoded in a high-dynamic-range (HDR) image using false colors such that the resulting visualization is the most descriptive. To this end, we first propose a definition for descriptiveness. We then propose a methodology to evaluate it subjectively. Then, we propose an objective metric that correlates well with the subjective evaluation results. Using this metric, we evaluate several false coloring strategies using a large number of HDR images. Finally, we conduct a second psychophysical experiment using images representing a diverse set of scenes. Our results indicate that the luminance compression method has a significant effect and the commonly used logarithmic compression is inferior to histogram equalization. Furthermore, we find that the default color scale of the Radiance global illumination software consistently performs well when combined with histogram equalization. On the other hand, the commonly used rainbow color scale was found to be inferior. We believe that the proposed methodology is suitable for evaluating future color mapping strategies as well.
颜色映射是一种常用的数据可视化方法,它涉及到为底层数据分布的各个元素分配颜色。虽然彩色地图在许多学科和各种任务中使用,但在本研究中,我们主要关注其在亮度图可视化中的使用。具体来说,我们问自己的问题是,如何使用假色来最好地可视化高动态范围(HDR)图像中编码的亮度分布,从而使结果可视化是最具描述性的。为此,我们首先提出描述性的定义。然后,我们提出了一种主观评价的方法。然后,我们提出了一个与主观评价结果良好相关的客观指标。使用该度量,我们使用大量HDR图像评估了几种虚假着色策略。最后,我们使用代表不同场景的图像进行了第二个心理物理实验。结果表明,亮度压缩方法具有显著的效果,常用的对数压缩方法优于直方图均衡化方法。此外,我们发现Radiance全局照明软件的默认色阶在与直方图均衡化相结合时始终表现良好。另一方面,常用的彩虹色标度被发现是劣质的。我们相信所提出的方法也适用于评估未来的颜色映射策略。
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引用次数: 5
Effects of Visual Latency on Vehicle Driving Behavior 视觉延迟对车辆驾驶行为的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2971320
Björn Blissing, F. Bruzelius, Olle Eriksson
Using mixed reality in vehicles provides a potential alternative to using driving simulators when studying driver-vehicle interaction. However, virtual reality systems introduce latency in the visual system that may alter driving behavior, which, in turn, results in questionable validity. Previous studies have mainly focused on visual latency as a separate phenomenon. In this work, latency is studied from a task-dependent viewpoint to investigate how participants’ driving behavior changed with increased latency. In this study, the investigation was performed through experiments in which regular drivers were subjected to different levels of visual latency while performing a simple slalom driving task. The drivers’ performances were recorded and evaluated in both lateral and longitudinal directions along with self-assessment questionnaires regarding task performance and difficulty. All participants managed to complete the driving tasks successfully, even under high latency conditions, but were clearly affected by the increased visual latency. The results suggest that drivers compensate for longer latencies by steering more and increasing the safety margins but without reducing their speed.
在研究驾驶员-车辆交互时,在车辆中使用混合现实为使用驾驶模拟器提供了一种潜在的替代方案。然而,虚拟现实系统在视觉系统中引入延迟,这可能会改变驾驶行为,从而导致有效性受到质疑。以前的研究主要集中在视延迟作为一个单独的现象。在这项工作中,从任务依赖的角度研究延迟,以探讨参与者的驾驶行为如何随着延迟的增加而变化。在这项研究中,通过实验进行调查,让普通司机在执行简单的障碍驾驶任务时受到不同程度的视觉延迟。在横向和纵向上记录和评价驾驶员的表现,并编制任务表现和难度自评问卷。所有的参与者都成功地完成了驾驶任务,即使在高延迟条件下,但明显受到视觉延迟增加的影响。结果表明,司机会通过更多转向和增加安全边际来弥补更长的延迟,但不会降低速度。
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引用次数: 10
Top-Down Influences in the Detection of Spatial Displacement in a Musical Scene 自上而下对音乐场景空间位移检测的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2911985
G. Marentakis, Cathryn Griffiths, S. McAdams
We investigated the detection of sound displacement in a four-voice musical piece under conditions that manipulated the attentional setting (selective or divided attention), the sound source numerosity, the spatial dispersion of the voices, and the tonal complexity of the piece. Detection was easiest when each voice was played in isolation and performance deteriorated when source numerosity increased and uncertainty with respect to the voice in which displacement would occur was introduced. Restricting the area occupied by the voices improved performance in agreement with the auditory spotlight hypothesis as did reducing the tonal complexity of the piece. Performance under increased numerosity conditions depended on the voice in which displacement occurred. The results highlight the importance of top-down processes in the context of the detection of spatial displacement in a musical scene.
我们研究了在控制注意设置(选择性或分散注意)、声源数量、声音的空间分散和作品的音调复杂性的条件下,四声部音乐作品中声音位移的检测。当每个声音单独播放时,检测是最容易的,当声源数量增加时,性能就会恶化,并且引入了关于将发生位移的声音的不确定性。限制声音占据的区域可以提高演奏效果,这与听觉聚光灯假说是一致的,同时也降低了作品的音调复杂性。在增加数值条件下的性能取决于发生位移的声音。研究结果强调了自上而下的过程在音乐场景中空间位移检测中的重要性。
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引用次数: 0
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ACM Transactions on Applied Perception
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