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Facial Feature Manipulation for Trait Portrayal in Realistic and Cartoon-Rendered Characters 面部特征处理在现实和卡通渲染的人物特征刻画
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2021-10-31 DOI: 10.1145/3486579
Ylva Ferstl, Michael McKay, R. Mcdonnell
Previous perceptual studies on human faces have shown that specific facial features have consistent effects on perceived personality and appeal, but it remains unclear if and how findings relate to perception of virtual characters. For example, wider human faces have been found to appear more aggressive and dominant, whereas studies on virtual characters have shown opposite trends but have suffered from significant eeriness of exaggerated features. In this study, we use highly realistic virtual faces obtained from 3D scanning, as well as cartoon-rendered counterparts retaining facial proportions. We assess the effects of facial width and eye size on perceptions of appeal, trustworthiness, aggressiveness, dominance, and eeriness. Our manipulations did not affect eeriness, and we find the same perceptual trends previously reported for human faces.
先前对人脸的感知研究表明,特定的面部特征对感知个性和吸引力有一致的影响,但尚不清楚这些发现是否以及如何与虚拟角色的感知相关。例如,人们发现宽脸的人看起来更有攻击性和支配力,而对虚拟角色的研究显示出相反的趋势,但夸张的特征却让人感到非常怪异。在这项研究中,我们使用了从3D扫描中获得的高度逼真的虚拟面孔,以及保留面部比例的卡通渲染对应。我们评估了面部宽度和眼睛大小对吸引力、可信度、攻击性、支配性和怪异感的影响。我们的操作并没有影响怪异感,我们发现了与之前报道的人脸相同的感知趋势。
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引用次数: 5
An Evaluation of Screen Parallax, Haptic Feedback, and Sensory-Motor Mismatch on Near-Field Perception-Action Coordination in VR 屏幕视差、触觉反馈和感觉-运动失配对VR近场感知-动作协调的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2021-10-31 DOI: 10.1145/3486583
David Brickler, Sabarish V. Babu
Virtual reality ( VR ) displays have factors such as vergence-accommodation conflicts that negatively impact depth perception and cause users to misjudge distances to select objects. In addition, popular large-screen immersive displays present the depth of any target rendered through screen parallax information of points, which are encapsulated within stereoscopic voxels that are a distinct unit of space dictating how far an object is placed in front of or behind the screen. As they emanate from the viewers’ eyes (left and right center of projection), the density of voxels is higher in front of the screen (in regions of negative screen parallax) than it is behind the screen (in regions of positive screen parallax), implying a higher spatial resolution of depth in front of the screen than behind the screen. Our experiment implements a near-field fine-motor pick-and-place task in which users pick up a ring and place it around a targeted peg. The targets are arranged in a linear configuration of 3, 5, and 7 pegs along the front-and-back axis with the center peg placed in the same depth as the screen. We use this to evaluate how users manipulate objects in positive versus negative screen parallax space by the metrics of efficiency, accuracy, and economy of movement. In addition, we evaluate how users’ performance is moderated by haptic feedback and mismatch between visual and proprioceptive information. Our results reveal that users perform more efficiently in negative screen parallax space and that haptic feedback and visuo-proprioceptive mismatch have effects on placement efficiency. The implications of these findings are described in the later sections of the article.
虚拟现实(VR)显示器具有诸如收敛调节冲突等因素,这些因素会对深度感知产生负面影响,并导致用户在选择对象时误判距离。此外,流行的大屏幕沉浸式显示器通过屏幕视差信息呈现任何目标的深度,这些点被封装在立体体素中,立体体素是一个独特的空间单位,决定了物体在屏幕前面或后面的距离。当它们从观看者的眼睛(投影的左中心和右中心)发出时,体素密度在屏幕前(屏幕负视差区域)比在屏幕后(屏幕正视差区域)高,这意味着屏幕前的深度空间分辨率比屏幕后高。我们的实验实现了一个近场精细运动拾取和放置任务,在这个任务中,用户拿起一个戒指,把它放在一个目标钉子周围。目标沿前后轴以3、5和7个钉的线性配置排列,中心钉与屏幕放置在相同的深度。我们用它来评估用户如何在正负视差空间中通过效率、准确性和移动经济性的指标来操纵物体。此外,我们还评估了触觉反馈以及视觉和本体感觉信息之间的不匹配如何调节用户的表现。我们的研究结果表明,用户在负视差空间下的放置效率更高,并且触觉反馈和视觉本体感觉失配对放置效率有影响。本文后面的部分将描述这些发现的含义。
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引用次数: 0
Do Prosody and Embodiment Influence the Perceived Naturalness of Conversational Agents' Speech? 韵律和身体化是否影响会话主体的自然语音感知?
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2021-10-31 DOI: 10.1145/3486580
Jonathan Ehret, A. Bönsch, Lukas Aspöck, Christine T. Röhr, S. Baumann, M. Grice, J. Fels, T. Kuhlen
For conversational agents’ speech, either all possible sentences have to be prerecorded by voice actors or the required utterances can be synthesized. While synthesizing speech is more flexible and economic in production, it also potentially reduces the perceived naturalness of the agents among others due to mistakes at various linguistic levels. In our article, we are interested in the impact of adequate and inadequate prosody, here particularly in terms of accent placement, on the perceived naturalness and aliveness of the agents. We compare (1) inadequate prosody, as generated by off-the-shelf text-to-speech (TTS) engines with synthetic output; (2) the same inadequate prosody imitated by trained human speakers; and (3) adequate prosody produced by those speakers. The speech was presented either as audio-only or by embodied, anthropomorphic agents, to investigate the potential masking effect by a simultaneous visual representation of those virtual agents. To this end, we conducted an online study with 40 participants listening to four different dialogues each presented in the three Speech levels and the two Embodiment levels. Results confirmed that adequate prosody in human speech is perceived as more natural (and the agents are perceived as more alive) than inadequate prosody in both human (2) and synthetic speech (1). Thus, it is not sufficient to just use a human voice for an agents’ speech to be perceived as natural—it is decisive whether the prosodic realisation is adequate or not. Furthermore, and surprisingly, we found no masking effect by speaker embodiment, since neither a human voice with inadequate prosody nor a synthetic voice was judged as more natural, when a virtual agent was visible compared to the audio-only condition. On the contrary, the human voice was even judged as less “alive” when accompanied by a virtual agent. In sum, our results emphasize, on the one hand, the importance of adequate prosody for perceived naturalness, especially in terms of accents being placed on important words in the phrase, while showing, on the other hand, that the embodiment of virtual agents plays a minor role in the naturalness ratings of voices.
对于会话代理的语音,要么所有可能的句子都必须由配音演员预先录制,要么可以合成所需的话语。虽然合成语音在生产中更加灵活和经济,但由于各种语言层面的错误,它也可能降低代理的感知自然度。在我们的文章中,我们感兴趣的是韵律充足和不足的影响,特别是在重音位置方面,对代理的感知自然度和活力。我们比较了(1)不充分的韵律,由现成的文本到语音(TTS)引擎生成与合成输出;(2)被训练有素的人模仿的同样不充分的韵律;(3)这些说话者产生了足够的韵律。演讲要么是纯音频的,要么是拟人化的实体,以研究这些虚拟实体的同时视觉表现的潜在掩蔽效应。为此,我们对40名参与者进行了一项在线研究,他们听了四个不同的对话,每个对话分别以三个言语水平和两个体现水平呈现。结果证实,人类语言中适当的韵律被认为比人类(2)和合成语音(1)中不适当的韵律更自然(并且智能体被认为更有活力)。因此,仅仅使用人类语音是不够的,智能体的语音被认为是自然的——韵律实现是否充分是决定性的。此外,令人惊讶的是,我们没有发现说话者化身的掩盖效应,因为当虚拟代理可见时,与纯音频条件相比,韵律不足的人声和合成声音都不会被判断为更自然。相反,当有虚拟代理陪同时,人类的声音甚至被认为不那么“有活力”。总而言之,我们的研究结果一方面强调了韵律对感知自然度的重要性,特别是在短语中重要单词的重音方面,而另一方面则表明虚拟代理的体现在声音的自然度评级中起着次要作用。
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引用次数: 8
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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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 Q2 Computer Science 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
期刊
ACM Transactions on Applied Perception
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