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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 Q2 Computer Science 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
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 Q2 Computer Science 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
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 Q2 Computer Science 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
Simulating Visual Contrast Reduction during Nighttime Glare Situations on Conventional Displays 模拟传统显示器在夜间眩光情况下的视觉对比度降低
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-08-25 DOI: 10.1145/2934684
B. Meyer, S. Grogorick, M. Vollrath, M. Magnor
Bright glare in nighttime situations strongly decreases human contrast perception. Nighttime simulations therefore require a way to realistically depict contrast perception of the user. Due to the limited luminance of popular as well as specialized high-dynamic range displays, physical adaptation of the human eye cannot yet be replicated in a physically correct manner in a simulation environment. To overcome this limitation, we propose a method to emulate the adaptation in nighttime glare situations using a perception-based model. We implemented a postprocessing tone mapping algorithm that simulates the corresponding contrast reduction effect for a night-driving simulation with glares from oncoming vehicles headlights. During glare, tone mapping reduces image contrast in accordance with the incident veiling luminance. As the glare expires, the contrast starts to normalize smoothly over time. The conversion of glare parameters and elapsed time into image contrast during the readaptation phase is based on extensive user studies carried out first in a controlled laboratory setup. Additional user studies have then been conducted in field tests to ensure validity of the derived time-dependent tone-mapping function and to verify transferability onto real-world traffic scenarios.
夜间明亮的眩光会严重降低人的对比度感知能力。因此,夜间模拟需要一种方法来真实地描绘用户的对比感知。由于流行的以及专门的高动态范围显示器的亮度有限,人眼的物理适应还不能在模拟环境中以物理正确的方式复制。为了克服这一限制,我们提出了一种使用基于感知的模型来模拟夜间眩光情况下的适应方法。我们实现了一种后处理色调映射算法,该算法模拟了夜间驾驶模拟中迎面而来的车辆前灯眩光的相应对比度降低效果。在眩光中,色调映射根据入射遮挡亮度降低图像对比度。随着眩光的消失,对比度开始随着时间的推移平稳地正常化。在重新适应阶段将眩光参数和经过的时间转换为图像对比度是基于首先在受控实验室设置中进行的广泛用户研究。然后在实地测试中进行了更多的用户研究,以确保推导出的随时间变化的音调映射功能的有效性,并验证可转移到实际交通情景的情况。
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引用次数: 3
Reproducing Reality: Multimodal Contributions in Natural Scene Discrimination 再现现实:自然场景辨别中的多模式贡献
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-08-25 DOI: 10.1145/2915917
Olli S. Rummukainen, Catarina Mendonça
Most research on multisensory processing focuses on impoverished stimuli and simple tasks. In consequence, very little is known about the sensory contributions in the perception of real environments. Here, we presented 23 participants with paired comparison tasks, where natural scenes were discriminated in three perceptually meaningful attributes: movement, openness, and noisiness. The goal was to assess the auditory and visual modality contributions in scene discrimination with short (≤500ms) natural scene exposures. The scenes were reproduced in an immersive audiovisual environment with 3D sound and surrounding visuals. Movement and openness were found to be mainly visual attributes with some input from auditory information. In some scenes, the auditory system was able to derive information about movement and openness that was comparable with audiovisual condition already after 500ms stimulation. Noisiness was mainly auditory, but visual information was found to have a facilitatory role in a few scenes. The sensory weights were highly imbalanced in favor of the stronger modality, but the weaker modality was able to affect the bimodal estimate in some scenes.
大多数关于多感觉加工的研究都集中在贫困刺激和简单任务上。因此,我们对感知真实环境的感官贡献知之甚少。在这里,我们向23名参与者提供配对比较任务,其中自然场景在三个感知上有意义的属性:运动,开放和噪音。目的是评估短时间(≤500ms)自然场景暴露时听觉和视觉模式对场景识别的贡献。这些场景在具有3D声音和周围视觉效果的沉浸式视听环境中重现。运动和开放主要是视觉属性,还有一些听觉信息的输入。在某些场景中,听觉系统能够在500ms刺激后获得与视听条件相当的运动和开放信息。噪音主要是听觉上的,但在一些场景中,视觉信息也起到了促进作用。感官权重高度不平衡,倾向于较强的模态,但在某些场景中,较弱的模态能够影响双峰估计。
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引用次数: 9
Detection of Subconscious Face Recognition Using Consumer-Grade Brain-Computer Interfaces 使用消费级脑机接口检测潜意识人脸识别
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-08-25 DOI: 10.1145/2955097
Miguel Vargas Martin, V. Cho, Gabriel Aversano
We test the possibility of tapping the subconscious mind for face recognition using consumer-grade BCIs. To this end, we performed an experiment whereby subjects were presented with photographs of famous persons with the expectation that about 20% of them would be (consciously) recognized; and since the photos are of famous persons, we expected that subjects would have seen before some of the 80% they didn’t (consciously) recognize. Further, we expected that their subconscious would have recognized some of those in the 80% pool that they had seen before. An exit questionnaire and a set of criteria allowed us to label recognitions as conscious, false, no recognitions, or subconscious recognitions. We analyzed a number of event related potentials training and testing a support vector machine. We found that our method is capable of differentiating between no recognitions and subconscious recognitions with promising accuracy levels, suggesting that tapping the subconscious mind for face recognition is feasible.
我们使用消费级脑机接口测试挖掘潜意识进行人脸识别的可能性。为此,我们进行了一项实验,向受试者展示名人的照片,期望其中约20%的人会(有意识地)认出来;由于这些照片都是名人,我们预计受试者之前会看到他们没有(有意识地)认识的80%中的一些人。此外,我们预计他们的潜意识会认出他们之前见过的80%池中的一些人。一份退出问卷和一套标准让我们将认知分为有意识的、错误的、没有认知的和潜意识的认知。我们分析了一些事件相关的电位训练和测试的支持向量机。我们发现我们的方法能够区分无识别和潜意识识别,并且准确率很高,这表明利用潜意识进行人脸识别是可行的。
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引用次数: 20
Image Quality under Chromatic Impairments 色差下的图像质量
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-08-25 DOI: 10.1145/2964908
Marco V. Bernardo, A. Pinheiro, P. Fiadeiro, Manuela Pereira
The influence of chromatic impairments on the perceived image quality is studied in this article. Under the D65 standard illuminant, a set of hyperspectral images were represented into the CIELAB color space, and the corresponding chromatic coordinates were subdivided into clusters with the k-means algorithm. Each color cluster was shifted by a predefined chromatic impairment ΔE*ab with random direction in a*b* chromatic coordinates only. Applying impairments of 3, 6, 9, 12, and 15 in a*b* coordinates to five hyperspectral images a set of modified images was generated. Those images were shown to subjects that were asked to rank their quality based on their naturalness. The Mean Opinion Score of the subjective evaluations was computed to quantify the sensitivity to the chromatic variations. This article is also complemented with an objective evaluation of the quality using several state-of-the-art metrics and using the CIEDE2000 color difference among others. Analyzing the correlations between subjective and objective quality evaluation helps us to conclude that the proposed quality estimators based on the CIEDE2000 provide the best representation. Moreover, it was concluded that the established quality metrics only become reliable by averaging their results on each color component.
本文研究了色差对感知图像质量的影响。在D65标准光源下,将一组高光谱图像表示到CIELAB色彩空间中,并利用k-means算法将相应的色彩坐标细分为簇。每个色簇通过预定义的色差ΔE*ab移动,仅在a*b*色坐标中具有随机方向。将a*b*坐标下的3、6、9、12、15的损伤值分别应用于5张高光谱图像,生成一组修改后的图像。这些图片被展示给受试者,受试者被要求根据它们的自然程度对它们的质量进行排名。计算主观评价的平均意见得分来量化对颜色变化的敏感性。本文还使用几种最先进的度量标准和CIEDE2000色差等对质量进行了客观评估。分析主观和客观质量评价之间的相关性有助于我们得出结论,基于CIEDE2000提出的质量估计器提供了最好的代表性。此外,得出的结论是,建立的质量指标只有通过对每个颜色成分的结果进行平均才能变得可靠。
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引用次数: 5
Biometric Recognition via Eye Movements: Saccadic Vigor and Acceleration Cues 眼动生物特征识别:眼动活力和加速线索
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-03-03 DOI: 10.1145/2842614
Ioannis Rigas, Oleg V. Komogortsev, R. Shadmehr
Previous research shows that human eye movements can serve as a valuable source of information about the structural elements of the oculomotor system and they also can open a window to the neural functions and cognitive mechanisms related to visual attention and perception. The research field of eye movement-driven biometrics explores the extraction of individual-specific characteristics from eye movements and their employment for recognition purposes. In this work, we present a study for the incorporation of dynamic saccadic features into a model of eye movement-driven biometrics. We show that when these features are added to our previous biometric framework and tested on a large database of 322 subjects, the biometric accuracy presents a relative improvement in the range of 31.6--33.5% for the verification scenario, and in range of 22.3--53.1% for the identification scenario. More importantly, this improvement is demonstrated for different types of visual stimulus (random dot, text, video), indicating the enhanced robustness offered by the incorporation of saccadic vigor and acceleration cues.
以往的研究表明,人眼运动可以作为动眼肌系统结构要素的宝贵信息来源,也可以为视觉注意和感知相关的神经功能和认知机制打开一扇窗。眼动驱动生物识别技术的研究领域是探索从眼动中提取个体特征并将其用于识别目的。在这项工作中,我们提出了一项将动态跳眼特征纳入眼动驱动生物识别模型的研究。我们表明,当这些特征被添加到我们之前的生物识别框架中,并在322个受试者的大型数据库中进行测试时,生物识别准确率在验证场景的31.6- 33.5%范围内相对提高,在识别场景的22.3- 53.1%范围内相对提高。更重要的是,这种改善在不同类型的视觉刺激(随机点、文本、视频)中都得到了证明,这表明视跳活力和加速线索的结合增强了鲁棒性。
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引用次数: 49
Assessing and Improving the Identification of Computer-Generated Portraits 评估和改进计算机生成肖像的识别
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-03-03 DOI: 10.1145/2871714
Olivia Holmes, M. Banks, H. Farid
Modern computer graphics are capable of generating highly photorealistic images. Although this can be considered a success for the computer graphics community, it has given rise to complex forensic and legal issues. A compelling example comes from the need to distinguish between computer-generated and photographic images as it pertains to the legality and prosecution of child pornography in the United States. We performed psychophysical experiments to determine the accuracy with which observers are capable of distinguishing computer-generated from photographic images. We find that observers have considerable difficulty performing this task—more difficulty than we observed 5 years ago when computer-generated imagery was not as photorealistic. We also find that observers are more likely to report that an image is photographic rather than computer generated, and that resolution has surprisingly little effect on performance. Finally, we find that a small amount of training greatly improves accuracy.
现代计算机图形学能够生成高度逼真的图像。虽然这可以被认为是计算机图形界的成功,但它也引起了复杂的法医和法律问题。一个引人注目的例子是,在涉及美国儿童色情制品的合法性和起诉时,需要区分计算机生成的图像和摄影图像。我们进行了心理物理实验,以确定观察者能够区分计算机生成图像和摄影图像的准确性。我们发现观察者在执行这项任务时相当困难——比我们5年前观察到的困难得多,当时计算机生成的图像还不像照片那样逼真。我们还发现,观察者更有可能报告图像是摄影而不是计算机生成的,而且分辨率对表现的影响令人惊讶地小。最后,我们发现少量的训练大大提高了准确率。
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引用次数: 27
Assessing the Impact of Hand Motion on Virtual Character Personality 评估手部动作对虚拟角色个性的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-03-03 DOI: 10.1145/2874357
Yingying Wang, J. E. Tree, M. Walker, Michael Neff
Designing virtual characters that are capable of conveying a sense of personality is important for generating realistic experiences, and thus a key goal in computer animation research. Though the influence of gesture and body motion on personality perception has been studied, little is known about which attributes of hand pose and motion convey particular personality traits. Using the “Big Five” model as a framework for evaluating personality traits, this work examines how variations in hand pose and motion impact the perception of a character's personality. As has been done with facial motion, we first study hand motion in isolation as a requirement for running controlled experiments that avoid the combinatorial explosion of multimodal communication (all combinations of facial expressions, arm movements, body movements, and hands) and allow us to understand the communicative content of hands. We determined a set of features likely to reflect personality, based on research in psychology and previous human motion perception work: shape, direction, amplitude, speed, and manipulation. Then we captured realistic hand motion varying these attributes and conducted three perceptual experiments to determine the contribution of these attributes to the character's personalities. Both hand poses and the amplitude of hand motion affected the perception of all five personality traits. Speed impacted all traits except openness. Direction impacted extraversion and openness. Manipulation was perceived as an indicator of introversion, disagreeableness, neuroticism, and less openness to experience. From these results, we generalize guidelines for designing detailed hand motion that can add to the expressiveness and personality of characters. We performed an evaluation study that combined hand motion with gesture and body motion. Even in the presence of body motion, hand motion still significantly impacted the perception of a character's personality and could even be the dominant factor in certain situations.
设计能够传达个性感的虚拟角色对于产生逼真的体验非常重要,因此也是计算机动画研究的关键目标。虽然手势和身体运动对人格感知的影响已经被研究过,但对于手部姿势和运动的哪些属性传达了特定的人格特征,我们知之甚少。使用“大五”模型作为评估人格特征的框架,这项工作研究了手部姿势和动作的变化如何影响角色个性的感知。正如面部运动所做的那样,我们首先孤立地研究手部运动,作为运行控制实验的要求,以避免多模态交流的组合爆炸(面部表情、手臂运动、身体运动和手的所有组合),并允许我们理解手的交流内容。基于心理学研究和之前的人类运动感知工作,我们确定了一组可能反映个性的特征:形状、方向、幅度、速度和操纵。然后,我们捕捉到改变这些属性的真实手部运动,并进行了三个感知实验,以确定这些属性对角色个性的贡献。手的姿势和手的运动幅度都会影响对所有五种人格特征的感知。速度对除开放性外的所有性状都有影响。方向影响外向性和开放性。操纵被认为是内向、不愉快、神经质和经验不开放的一个指标。从这些结果中,我们总结出了设计细节手部动作的指导方针,这些动作可以增加角色的表现力和个性。我们进行了一项评估研究,将手部运动与手势和身体运动结合起来。即使在有身体动作的情况下,手部动作仍然会显著影响角色的个性,甚至在某些情况下会成为主导因素。
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引用次数: 23
期刊
ACM Transactions on Applied Perception
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