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Evaluating Animated Characters: Facial Motion Magnitude Influences Personality Perceptions 评价动画角色:面部运动幅度影响个性感知
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2016-03-03 DOI: 10.1145/2851499
Jennifer Hyde, E. Carter, S. Kiesler, J. Hodgins
Animated characters are expected to fulfill a variety of social roles across different domains. To be successful and effective, these characters must display a wide range of personalities. Designers and animators create characters with appropriate personalities by using their intuition and artistic expertise. Our goal is to provide evidence-based principles for creating social characters. In this article, we describe the results of two experiments that show how exaggerated and damped facial motion magnitude influence impressions of cartoon and more realistic animated characters. In our first experiment, participants watched animated characters that varied in rendering style and facial motion magnitude. The participants then rated the different animated characters on extroversion, warmth, and competence, which are social traits that are relevant for characters used in entertainment, therapy, and education. We found that facial motion magnitude affected these social traits in cartoon and realistic characters differently. Facial motion magnitude affected ratings of cartoon characters’ extroversion and competence more than their warmth. In contrast, facial motion magnitude affected ratings of realistic characters’ extroversion but not their competence nor warmth. We ran a second experiment to extend the results of the first. In the second experiment, we added emotional valence as a variable. We also asked participants to rate the characters on more specific aspects of warmth, such as respectfulness, calmness, and attentiveness. Although the characters’ emotional valence did not affect ratings, we found that facial motion magnitude influenced ratings of the characters’ respectfulness and calmness but not attentiveness. These findings provide a basis for how animators can fine-tune facial motion to control perceptions of animated characters’ personalities.
动画角色被期望在不同的领域扮演各种各样的社会角色。为了获得成功和有效,这些角色必须表现出广泛的个性。设计师和动画师通过他们的直觉和艺术专长来创造具有适当个性的角色。我们的目标是为创造社会角色提供基于证据的原则。在这篇文章中,我们描述了两个实验的结果,这些实验显示了夸张和阻尼的面部运动幅度如何影响卡通和更现实的动画人物的印象。在我们的第一个实验中,参与者观看了不同渲染风格和面部动作幅度的动画角色。然后,参与者根据外向性、温暖度和能力给不同的动画角色打分,这些都是与娱乐、治疗和教育中使用的角色相关的社会特征。我们发现,卡通人物和现实人物的面部运动幅度对这些社会特征的影响是不同的。面部动作幅度对卡通人物外向性和能力的影响大于对他们热情程度的影响。相比之下,面部动作的大小影响了现实人物外向性的评分,但对他们的能力和热情没有影响。我们进行了第二次实验,以扩展第一次实验的结果。在第二个实验中,我们增加了情绪效价作为一个变量。我们还要求参与者在更具体的温暖方面给这些角色打分,比如尊重、冷静和专注。虽然角色的情绪效价不影响评分,但我们发现面部动作大小影响角色的尊重和冷静评分,而不影响注意力评分。这些发现为动画师如何微调面部动作来控制对动画人物性格的感知提供了基础。
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引用次数: 11
Perception of Emotion and Personality through Full-Body Movement Qualities: A Sport Coach Case Study 通过全身运动素质对情绪和个性的感知:一个体育教练的案例研究
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-12-10 DOI: 10.1145/2791294
Tom Giraud, Florian Focone, Virginie Demulier, Jean-Claude Martin, B. Isableu
Virtual sport coaches guide users through their physical activity and provide motivational support. Users’ motivation can rapidly decay if the movements of the virtual coach are too stereotyped. Kinematic patterns generated while performing a predefined fitness movement can elicit and help to prolong users’ interaction and interest in training. Human body kinematics has been shown to convey various social attributes such as gender, identity, and acted emotions. To date, no study provides information regarding how spontaneous emotions and personality traits together are perceived from full-body movements. In this article, we study how people make reliable inferences regarding spontaneous emotional dimensions and personality traits of human coaches from kinematic patterns they produced when performing a fitness sequence. Movements were presented to participants via a virtual mannequin to isolate the influence of kinematics on perception. Kinematic patterns of biological movement were analyzed in terms of movement qualities according to the effort-shape [Dell 1977] notation proposed by Laban [1950]. Three studies were performed to provide an analysis of the process leading to perception: from coaches’ states and traits through bodily movements to observers’ social perception. Thirty-two participants (i.e., observers) were asked to rate the movements of the virtual mannequin in terms of conveyed emotion dimensions, personality traits (five-factor model of personality), and perceived movement qualities (effort-shape) from 56 fitness movement sequences. The results showed high reliability for most of the evaluated dimensions, confirming interobserver agreement from kinematics at zero acquaintance. A large expressive halo merging emotional (e.g., perceived intensity) and personality aspects (e.g., extraversion) was found, driven by perceived kinematic impulsivity and energy. Observers’ perceptions were partially accurate for emotion dimensions and were not accurate for personality traits. Together, these results contribute to both the understanding of dimensions of social perception through movement and the design of expressive virtual sport coaches.
虚拟体育教练指导用户进行体育活动,并提供激励支持。如果虚拟教练的动作过于刻板,用户的积极性就会迅速下降。在执行预定义的健身运动时生成的运动学模式可以引发并帮助延长用户的交互和对训练的兴趣。人体运动学已被证明可以传达各种社会属性,如性别、身份和行为情感。到目前为止,还没有研究提供关于如何从全身运动中感知自发情绪和人格特征的信息。在本文中,我们研究了人们如何从人类教练在执行健身序列时产生的运动学模式中对他们的自发情感维度和人格特征做出可靠的推断。运动通过虚拟人体模型呈现给参与者,以隔离运动学对感知的影响。根据Laban[1950]提出的effort-shape [Dell 1977]符号,从运动质量的角度分析了生物运动的运动学模式。我们进行了三项研究,以分析导致感知的过程:从教练的状态和特征到身体动作,再到观察者的社会感知。32名参与者(即观察者)被要求从56个健身动作序列中对虚拟人体模型的动作进行评分,包括传达的情感维度、人格特征(人格五因素模型)和感知的动作质量(努力-形状)。结果显示,大多数评估维度的可靠性很高,证实了观察者之间的一致,从运动学在零认识。一个巨大的表达光环融合了情感(例如,感知强度)和个性(例如,外向性),由感知到的运动冲动和能量驱动。观察者对情绪维度的感知部分准确,而对人格特质的感知不准确。综上所述,这些结果有助于通过运动来理解社会感知的维度,并有助于设计富有表现力的虚拟运动教练。
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引用次数: 5
Compensating the Effect of Communication Delay in Client-Server--Based Shared Haptic Virtual Environments 基于客户端-服务器的共享触觉虚拟环境中通信延迟的补偿
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-12-10 DOI: 10.1145/2835176
Clemens Schuwerk, Xiao Xu, R. Chaudhari, E. Steinbach
Shared haptic virtual environments can be realized using a client-server architecture. In this architecture, each client maintains a local copy of the virtual environment (VE). A centralized physics simulation running on a server calculates the object states based on haptic device position information received from the clients. The object states are sent back to the clients to update the local copies of the VE, which are used to render interaction forces displayed to the user through a haptic device. Communication delay leads to delayed object state updates and increased force feedback rendered at the clients. In this article, we analyze the effect of communication delay on the magnitude of the rendered forces at the clients for cooperative multi-user interactions with rigid objects. The analysis reveals guidelines on the tolerable communication delay. If this delay is exceeded, the increased force magnitude becomes haptically perceivable. We propose an adaptive force rendering scheme to compensate for this effect, which dynamically changes the stiffness used in the force rendering at the clients. Our experimental results, including a subjective user study, verify the applicability of the analysis and the proposed scheme to compensate the effect of time-varying communication delay in a multi-user SHVE.
共享的触觉虚拟环境可以使用客户机-服务器架构来实现。在此体系结构中,每个客户端维护虚拟环境(VE)的本地副本。在服务器上运行的集中物理模拟计算基于从客户端接收到的触觉设备位置信息的对象状态。对象状态被发送回客户端以更新VE的本地副本,这些副本用于通过触觉设备向用户显示交互力。通信延迟导致对象状态更新延迟,并增加在客户端呈现的力反馈。在本文中,我们分析了通信延迟对客户端与刚性对象的协作多用户交互的渲染力大小的影响。分析给出了可容忍通信延迟的准则。如果超过这个延迟,增加的力的大小在触觉上是可感知的。我们提出了一种自适应力渲染方案来补偿这种影响,该方案动态地改变了在客户端力渲染中使用的刚度。我们的实验结果,包括主观用户研究,验证了分析和所提出的方案的适用性,以补偿多用户SHVE中时变通信延迟的影响。
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引用次数: 10
The Effects of Visuomotor Calibration to the Perceived Space and Body, through Embodiment in Immersive Virtual Reality 沉浸式虚拟现实中视觉运动校准对感知空间和身体的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-12-10 DOI: 10.1145/2818998
Elena Kokkinara, M. Slater, Joan López-Moliner
We easily adapt to changes in the environment that involve cross-sensory discrepancies (e.g., between vision and proprioception). Adaptation can lead to changes in motor commands so that the experienced sensory consequences are appropriate for the new environment (e.g., we program a movement differently while wearing prisms that shift our visual space). In addition to these motor changes, perceptual judgments of space can also be altered (e.g., how far can I reach with my arm?). However, in previous studies that assessed perceptual judgments of space after visuomotor adaptation, the manipulation was always a planar spatial shift, whereas changes in body perception could not directly be assessed. In this study, we investigated the effects of velocity-dependent (spatiotemporal) and spatial scaling distortions of arm movements on space and body perception, taking advantage of immersive virtual reality. Exploiting the perceptual illusion of embodiment in an entire virtual body, we endowed subjects with new spatiotemporal or spatial 3D mappings between motor commands and their sensory consequences. The results imply that spatiotemporal manipulation of 2 and 4 times faster can significantly change participants’ proprioceptive judgments of a virtual object’s size without affecting the perceived body ownership, although it did affect the agency of the movements. Equivalent spatial manipulations of 11 and 22 degrees of angular offset also had a significant effect on the perceived virtual object’s size; however, the mismatched information did not affect either the sense of body ownership or agency. We conclude that adaptation to spatial and spatiotemporal distortion can similarly change our perception of space, although spatiotemporal distortions can more easily be detected.
我们很容易适应涉及跨感官差异的环境变化(例如,视觉和本体感觉之间的差异)。适应可以导致运动指令的变化,从而使所经历的感官结果适合于新环境(例如,当我们戴着改变我们视觉空间的棱镜时,我们对运动进行了不同的编程)。除了这些运动变化,对空间的感知判断也会发生改变(例如,我的手臂能够多远?)然而,在以往评估视觉运动适应后的空间感知判断的研究中,操作总是平面的空间移动,而身体感知的变化不能直接评估。在这项研究中,我们利用沉浸式虚拟现实研究了手臂运动的速度依赖(时空)和空间缩放扭曲对空间和身体感知的影响。利用在整个虚拟身体中体现的感知错觉,我们赋予受试者运动命令与其感官结果之间的新的时空或空间3D映射。结果表明,2倍和4倍的时空操作速度可以显著改变参与者对虚拟物体大小的本体感觉判断,而不影响感知到的身体所有权,尽管它确实影响了运动的代理。11度和22度角偏移的等效空间操作对感知到的虚拟物体的大小也有显著影响;然而,不匹配的信息既不会影响身体所有权感,也不会影响能动性。我们的结论是,对空间和时空扭曲的适应同样会改变我们对空间的感知,尽管时空扭曲更容易被发现。
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引用次数: 73
Gaze Transition Entropy 凝视转移熵
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-12-10 DOI: 10.1145/2834121
Krzysztof Krejtz, A. Duchowski, T. Szmidt, I. Krejtz, Fernando González Perilli, A. Pires, A. Vilaró, N. Villalobos
This article details a two-step method of quantifying eye movement transitions between areas of interest (AOIs). First, individuals' gaze switching patterns, represented by fixated AOI sequences, are modeled as Markov chains. Second, Shannon's entropy coefficient of the fit Markov model is computed to quantify the complexity of individual switching patterns. To determine the overall distribution of attention over AOIs, the entropy coefficient of individuals' stationary distribution of fixations is calculated. The novelty of the method is that it captures the variability of individual differences in eye movement characteristics, which are then summarized statistically. The method is demonstrated on gaze data collected from two studies, during free viewing of classical art paintings. Normalized Shannon's entropy, derived from individual transition matrices, is related to participants' individual differences as well as to either their aesthetic impression or recognition of artwork. Low transition and high stationary entropies suggest greater curiosity mixed with a higher subjective aesthetic affinity toward artwork, possibly indicative of visual scanning of the artwork in a more deliberate way. Meanwhile, both high transition and stationary entropies may be indicative of recognition of familiar artwork.
本文详细介绍了一种量化感兴趣区域(aoi)之间眼球运动转换的两步方法。首先,用马尔可夫链对个体注视转换模式进行建模,并以注视AOI序列为表征。其次,计算拟合马尔可夫模型的Shannon熵系数,量化个体切换模式的复杂性;为了确定注意力在aoi上的总体分布,计算了个体注视的平稳分布的熵系数。该方法的新颖之处在于,它捕捉到了眼动特征的个体差异的可变性,然后对其进行统计总结。该方法在两项研究中进行了验证,这些研究是在自由观看古典艺术绘画时收集的凝视数据。归一化香农熵来源于个体转移矩阵,它与参与者的个体差异以及审美印象或对艺术品的识别有关。低过渡和高平稳熵表明更大的好奇心混合着对艺术品更高的主观审美亲和力,可能表明以更深思熟虑的方式对艺术品进行视觉扫描。同时,高过渡熵和静止熵都可能表明对熟悉艺术品的识别。
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引用次数: 94
Strutting Hero, Sneaking Villain: Utilizing Body Motion Cues to Predict the Intentions of Others 昂首阔步的英雄,鬼鬼祟祟的恶棍:利用身体动作线索预测他人的意图
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-12-10 DOI: 10.1145/2791293
H. Kiiski, Ludovic Hoyet, Andrew T. Woods, C. O'Sullivan, F. Newell
A better understanding of how intentions and traits are perceived from body movements is required for the design of more effective virtual characters that behave in a socially realistic manner. For this purpose, realistic body motion, captured from human movements, is being used more frequently for creating characters with natural animations in games and entertainment. However, it is not always clear for programmers and designers which specific motion parameters best convey specific information such as certain emotions, intentions, or traits. We conducted two experiments to investigate whether the perceived traits of actors could be determined from their body motion, and whether these traits were associated with their perceived intentions. We first recorded body motions from 26 professional actors, who were instructed to move in a “hero”-like or a “villain”-like manner. In the first experiment, 190 participants viewed individual video recordings of these actors and were required to provide ratings to the body motion stimuli along a series of different cognitive dimensions (intentions, attractiveness, dominance, trustworthiness, and distinctiveness). The intersubject ratings across observers were highly consistent, suggesting that social traits are readily determined from body motion. Moreover, correlational analyses between these ratings revealed consistent associations across traits, for example, that perceived “good” intentions were associated with higher ratings of attractiveness and dominance. Experiment 2 was designed to elucidate the qualitative body motion cues that were critical for determining specific intentions and traits from the hero- and villain-like body movements. The results revealed distinct body motions that were readily associated with the perception of either “good” or “bad” intentions. Moreover, regression analyses revealed that these ratings accurately predicted the perception of the portrayed character type. These findings indicate that intentions and social traits are communicated effectively via specific sets of body motion features. Furthermore, these results have important implications for the design of the motion of virtual characters to convey desired social information.
我们需要更好地理解玩家是如何从身体动作中感知意图和特征的,从而设计出更有效的虚拟角色,让它们以一种社会现实的方式行事。为此,从人类动作中捕捉到的逼真的身体动作,在游戏和娱乐中被更频繁地用于创造具有自然动画的角色。然而,程序员和设计师并不总是清楚哪些特定的动作参数最能传达特定的信息,如某些情感、意图或特征。我们进行了两个实验来研究演员的感知特征是否可以从他们的身体动作中确定,以及这些特征是否与他们的感知意图有关。我们首先记录了26位专业演员的身体动作,他们被指示以“英雄”或“恶棍”的方式移动。在第一个实验中,190名参与者观看了这些演员的个人录像,并被要求根据一系列不同的认知维度(意图、吸引力、支配性、可信度和独特性)对身体运动刺激进行评分。观察者之间的主体间评分是高度一致的,这表明社会特征很容易从身体运动中确定。此外,这些评级之间的相关性分析揭示了特质之间的一致关联,例如,感知到的“好”意图与较高的吸引力和支配性评级相关。实验二旨在阐明定性的身体动作线索,这些线索对于从英雄和恶棍样的身体动作中确定特定的意图和特征至关重要。结果显示,不同的身体动作很容易与“好”或“坏”意图的感知联系起来。此外,回归分析显示,这些评分准确地预测了所描绘的角色类型的感知。这些发现表明,意图和社会特征是通过特定的身体动作特征进行有效沟通的。此外,这些结果对于设计虚拟人物的动作来传达期望的社会信息具有重要的意义。
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引用次数: 10
Deformation Lamps: A Projection Technique to Make Static Objects Perceptually Dynamic 变形灯:一种使静态物体在感知上动态的投影技术
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-09-27 DOI: 10.1145/2874358
Takahiro Kawabe, Taiki Fukiage, Masataka Sawayama, S. Nishida
Light projection is a powerful technique that can be used to edit the appearance of objects in the real world. Based on pixel-wise modification of light transport, previous techniques have successfully modified static surface properties such as surface color, dynamic range, gloss, and shading. Here, we propose an alternative light projection technique that adds a variety of illusory yet realistic distortions to a wide range of static 2D and 3D projection targets. The key idea of our technique, referred to as (Deformation Lamps), is to project only dynamic luminance information, which effectively activates the motion (and shape) processing in the visual system while preserving the color and texture of the original object. Although the projected dynamic luminance information is spatially inconsistent with the color and texture of the target object, the observer's brain automatically combines these sensory signals in such a way as to correct the inconsistency across visual attributes. We conducted a psychophysical experiment to investigate the characteristics of the inconsistency correction and found that the correction was critically dependent on the retinal magnitude of the inconsistency. Another experiment showed that the perceived magnitude of image deformation produced by our techniques was underestimated. The results ruled out the possibility that the effect obtained by our technique stemmed simply from the physical change in an object's appearance by light projection. Finally, we discuss how our techniques can make the observers perceive a vivid and natural movement, deformation, or oscillation of a variety of static objects, including drawn pictures, printed photographs, sculptures with 3D shading, and objects with natural textures including human bodies.
光投影是一种强大的技术,可以用来编辑现实世界中物体的外观。基于光传输的逐像素修改,以前的技术已经成功地修改了静态表面特性,如表面颜色、动态范围、光泽度和阴影。在这里,我们提出了一种替代光投影技术,该技术将各种虚幻但现实的扭曲添加到广泛的静态2D和3D投影目标中。我们的技术的关键思想,被称为(变形灯),是只投射动态亮度信息,这有效地激活了视觉系统中的运动(和形状)处理,同时保留了原始物体的颜色和纹理。尽管投影的动态亮度信息在空间上与目标物体的颜色和纹理不一致,但观察者的大脑会自动将这些感官信号组合起来,以纠正视觉属性之间的不一致。我们进行了一项心理物理实验来研究不一致纠正的特征,并发现纠正严重依赖于不一致的视网膜大小。另一个实验表明,我们的技术所产生的图像变形的感知幅度被低估了。这一结果排除了我们的技术所获得的效果仅仅是由于光投射在物体外观上的物理变化而产生的可能性。最后,我们讨论了我们的技术如何使观察者感知到各种静态物体的生动和自然的运动,变形或振荡,包括绘制的图片,打印的照片,具有3D阴影的雕塑,以及具有自然纹理的物体,包括人体。
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引用次数: 44
The Influence of the Stereo Base on Blind and Sighted Reaches in a Virtual Environment 虚拟环境中立体基地对盲区和视区的影响
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-04-10 DOI: 10.1145/2724716
Rebekka S. Renner, Erik Steindecker, Mathias Müller, B. Velichkovsky, R. Stelzer, S. Pannasch, J. Helmert
In virtual environments, perceived distances are frequently reported to be shorter than intended. One important parameter for spatial perception in a stereoscopic virtual environment is the stereo base—that is, the distance between the two viewing cameras. We systematically varied the stereo base relative to the interpupillary distance (IPD) and examined influences on distance and size perception. Furthermore, we tested whether an individual adjustment of the stereo base through an alignment task would reduce the errors in distance estimation. Participants performed reaching movements toward a virtual tennis ball either with closed eyes (blind reaches) or open eyes (sighted reaches). Using the participants' individual IPD, the stereo base was set to (a) the IPD, (b) proportionally smaller, (c) proportionally larger, or (d) adjusted according to the individual performance in an alignment task that was conducted beforehand. Overall, consistent with previous research, distances were underestimated. As expected, with a smaller stereo base, the virtual object was perceived as being farther away and bigger, in contrast to a larger stereo base, where the virtual object was perceived to be nearer and smaller. However, the manipulation of the stereo base influenced blind reaching estimates to a smaller extent than expected, which might be due to a combination of binocular disparity and pictorial depth cues. In sighted reaching, when visual feedback was available, presumably the use of disparity matching led to a larger effect of the stereo base. The use of an individually adjusted stereo base diminished the average underestimation but did not reduce interindividual variance. Interindividual differences were task specific and could not be explained through differences in stereo acuity or fixation disparity.
在虚拟环境中,感知到的距离通常比预期的要短。在立体虚拟环境中,空间感知的一个重要参数是立体基础,即两个观看摄像机之间的距离。我们系统地改变立体基础相对于瞳距(IPD),并检查对距离和大小感知的影响。此外,我们测试了通过对准任务单独调整立体基座是否会减少距离估计的误差。参与者在闭上眼睛(盲手)或睁开眼睛(有视力的手)的情况下,对一个虚拟网球进行伸手动作。使用参与者的个人IPD,立体基础被设置为(a) IPD, (b)按比例较小,(c)按比例较大,或(d)根据事先进行的对准任务中的个人表现进行调整。总的来说,与之前的研究一致,距离被低估了。正如预期的那样,在较小的立体基座上,虚拟物体被认为更远、更大,而在较大的立体基座上,虚拟物体被认为更近、更小。然而,立体基底的操作对盲达估计的影响程度比预期的要小,这可能是由于双眼视差和图像深度线索的结合。在视觉反馈可用的情况下,视差匹配的使用可能会产生更大的立体基础效果。使用单独调整的立体基础减少了平均低估,但没有减少个体间方差。个体间差异是任务特异性的,不能通过立体视敏度或注视差异来解释。
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引用次数: 14
Affordance Judgments in HMD-Based Virtual Environments: Stepping over a Pole and Stepping off a Ledge 基于hmd的虚拟环境中的能力判断:跨过杆子和走下窗台
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-04-10 DOI: 10.1145/2720020
Qiufeng Lin, J. Rieser, Bobby Bodenheimer
People judge what they can and cannot do all the time when acting in the physical world. Can I step over that fence or do I need to duck under it? Can I step off of that ledge or do I need to climb off of it? These qualities of the environment that people perceive that allow them to act are called affordances. This article compares people’s judgments of affordances on two tasks in both the real world and in virtual environments presented with head-mounted displays. The two tasks were stepping over or ducking under a pole, and stepping straight off of a ledge. Comparisons between the real world and virtual environments are important because they allow us to evaluate the fidelity of virtual environments. Another reason is that virtual environment technologies enable precise control of the myriad perceptual cues at work in the physical world and deepen our understanding of how people use vision to decide how to act. In the experiments presented here, the presence or absence of a self-avatar—an animated graphical representation of a person embedded in the virtual environment—was a central factor. Another important factor was the presence or absence of action, that is, whether people performed the task or reported that they could or could not perform the task. The results show that animated self-avatars provide critical information for people deciding what they can and cannot do in virtual environments, and that action is significant in people’s affordance judgments.
在现实世界中,人们总是在判断自己能做什么,不能做什么。我能跨过那道篱笆吗,还是得从下面钻过去?我能走下那个壁架吗,还是需要爬下去?人们感知到的允许他们采取行动的环境的这些品质被称为可得性。本文比较了人们在现实世界和头戴式显示器呈现的虚拟环境中对两项任务的可视性判断。这两项任务是跨过或钻过一根杆子,以及直接从窗台上走下来。真实世界和虚拟环境之间的比较很重要,因为它们使我们能够评估虚拟环境的保真度。另一个原因是,虚拟环境技术能够精确控制物理世界中无数的感知线索,并加深我们对人们如何利用视觉来决定如何行动的理解。在这里展示的实验中,自我形象的存在与否是一个核心因素——一个嵌入在虚拟环境中的人的动画图形表示。另一个重要的因素是行动的存在与否,也就是说,人们是否执行任务或报告他们能或不能执行任务。结果表明,动画的自我形象为人们决定他们在虚拟环境中能做什么和不能做什么提供了关键信息,而这种行为在人们的能力判断中具有重要意义。
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引用次数: 38
Auditory Distance Presentation in an Urban Augmented Reality Environment 城市增强现实环境中的听觉距离呈现
IF 1.6 4区 计算机科学 Q2 Computer Science Pub Date : 2015-04-10 DOI: 10.1145/2723568
R. Albrecht, T. Lokki
Presenting points of interest in the environment by means of audio augmented reality offers benefits compared with traditional visual augmented reality and map-based approaches. However, presentation of distant virtual sound sources is problematic. This study looks at combining well-known auditory distance cues to convey the distance of points of interest. The results indicate that although the provided cues are intuitively mapped to relatively short distances, users can with only little training learn to map these cues to larger distances.
与传统的视觉增强现实和基于地图的方法相比,通过音频增强现实来呈现环境中的兴趣点具有优势。然而,远距离虚拟声源的呈现是有问题的。这项研究着眼于结合众所周知的听觉距离线索来传达兴趣点的距离。结果表明,虽然提供的线索被直观地映射到相对较短的距离,但用户只需要很少的训练就可以学会将这些线索映射到更大的距离。
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引用次数: 4
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ACM Transactions on Applied Perception
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