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Assessment of stereoscopic depth perception in augmented reality environments based on low-cost technologies 基于低成本技术的增强现实环境中立体深度感知评估
Guido Maiello, Clara Silvestro, A. Canessa, Manuela Chessa, A. Gibaldi, S. Sabatini, F. Solari
In the last decade, there has been a rapidly growing development of low-cost and commercial interactive systems, both for professional (e.g. scientific visualization, surgery, rehabilitation), and consumer applications (e.g. 3D cinema and videogames). Moreover, there is a recent interest towards the development of simple and affordable systems for motor and cognitive rehabilitation applications to allow patients to perform psychomotor rehabilitation exercises without having to leave their homes [Attygalle et al. 2008].
在过去的十年中,低成本和商业交互系统的发展迅速,无论是专业的(例如科学可视化,外科手术,康复),还是消费者的应用(例如3D电影和视频游戏)。此外,最近人们对开发简单和负担得起的运动和认知康复应用系统感兴趣,使患者无需离开家就可以进行精神运动康复练习[Attygalle等人,2008]。
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引用次数: 0
Is perception-action coupling more malleable in virtual than in real environments? 感知-行动耦合在虚拟环境中是否比在真实环境中更具可塑性?
Christine J. Ziemer, Benjamin Chihak, J. Plumert, T. Nguyen, J. Cremer, J. Kearney
Whenever we move, we gain experience with how changes in visual flow are related to movement through the environment. One way that researchers have studied these perception-action linkages is through perturbing the normal relationship between perception and action [Kunz et al. 2009; Rieser et al. 1995]. In these studies, people experience an optic flow rate that is manipulated to be significantly faster or slower than their walking rate. Comparison of distance estimates from before and after this recalibration experience typically shows that people who experience faster optic flow undershoot targets at posttest and people who experience slower optic flow overshoot targets at posttest. Here, we examined how experience with mismatched perception and action (i.e., faster or slower optic flow) in a virtual environment affects subsequent distance estimation in the same virtual environment and in a similar real environment. Of particular interest was whether perception-action coupling is more malleable in the virtual environment than in the real environment.
每当我们移动时,我们就会体验到视觉流的变化是如何与环境中的移动相关联的。研究人员研究这些感知-行动联系的一种方法是通过扰乱感知和行动之间的正常关系[Kunz et al. 2009;Rieser et al. 1995]。在这些研究中,人们体验到的光流速率被操纵得明显快于或慢于他们的步行速率。比较重新校准前后的距离估计通常表明,光流更快的人在后测时低于目标,而光流更慢的人在后测时超过目标。在这里,我们研究了虚拟环境中不匹配的感知和动作(即更快或更慢的光流)的经验如何影响相同虚拟环境和类似真实环境中的后续距离估计。特别令人感兴趣的是,感知-行动耦合在虚拟环境中是否比在真实环境中更具可塑性。
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引用次数: 0
Coordinated interaction for enhanced perception in multiple views 协调互动,以增强在多个视图的感知
Jan Wojdziak, Martin Zavesky, M. Starke, Rainer Groh
In standard computer graphics environments, there are numerous of tools to view and edit data. Those tools often use more than one view to support visualization and interaction more efficiently [Maple et al. 2004]. Based on existing work of Coordinated Multiple Views (CMV) [Roberts 2007], our approach introduces atomic modifiers to coordinate views in 3D-applications. Adaptable to a given context, complex and flexible view adjustments can be achieved by combining modifiers. Thereby, users gain a deeper and better understanding of the visualized data.
在标准的计算机图形环境中,有许多工具可以查看和编辑数据。这些工具通常使用多个视图来更有效地支持可视化和交互[Maple et al. 2004]。基于协调多视图(CMV)的现有工作[Roberts 2007],我们的方法引入了原子修饰符来协调3d应用程序中的视图。根据给定的上下文,可以通过组合修饰符来实现复杂而灵活的视图调整。因此,用户可以更深入、更好地理解可视化数据。
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引用次数: 0
Realistic simulation of human contrast perception after headlight glares in driving simulations 驾驶模拟中前照灯强光照射后人类对比度感知的逼真模拟
B. Meyer, M. Gonter, C. Grunert, S. Thomschke, M. Vollrath, M. Magnor
The aim of this work is to enable the simulation of the experience of short-time glare effects in a driving simulator by adjusting the display contrast according to human perception. The simulation is displayed on a standard LDR-monitor under office conditions and the prevailing illumination is incorporated. As contrast perception is highly subjective, a psychophysical experiment was performed under realistic night driving conditions, including background illumination as well as a representative driving situation to permit realistic driving behavior.
这项工作的目的是通过根据人类感知调节显示对比度,在驾驶模拟器中模拟短时眩光效应的体验。在办公室条件下,将模拟结果显示在标准的ldr监视器上,并考虑了当时的照明。由于对比感知具有很强的主观性,我们在真实的夜间驾驶条件下进行了心理物理实验,包括背景照明和典型的驾驶情况,以允许真实的驾驶行为。
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引用次数: 1
Using endpoints to judge alterations in self-produced trajectories in an immersive virtual environment 在沉浸式虚拟环境中,使用端点来判断自产轨迹的变化
Erin A. McManus, Aysu Erdemir, Stephen W. Bailey, J. Rieser, Bobby Bodenheimer
McManus et al. [2011] studied a user's ability to judge errors in self-produced motion; more specifically, throwing. We now take the first step towards discriminating what cues subjects are using in order to make their judgments. The endpoint of the ball is one such cue; the restricted field of view (FOV) of the head mounted display (HMD) makes it difficult for users to view the complete trajectory of the ball, making the endpoint one of the more consistent cues available during the experiment. For the current study, we hid the trajectory of the ball and showed only the landing point of the ball.
McManus等人[2011]研究了用户在自我产生的动作中判断错误的能力;更具体地说,投掷。我们现在迈出了辨别被试用什么线索来做出判断的第一步。球的终点就是这样一根球杆;头戴式显示器(HMD)的受限视场(FOV)使得用户很难看到球的完整轨迹,这使得端点成为实验中可用的更一致的线索之一。在目前的研究中,我们隐藏了球的轨迹,只显示了球的落点。
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引用次数: 1
Visualization of uncertain scalar data fields using color scales and perceptually adapted noise 使用颜色尺度和感知适应噪声的不确定标量数据场的可视化
Alexandre Coninx, Georges-Pierre Bonneau, J. Droulez, G. Thibault
We present a new method to visualize uncertain scalar data fields by combining color scale visualization techniques with animated, perceptually adapted Perlin noise. The parameters of the Perlin noise are controlled by the uncertainty information to produce animated patterns showing local data value and quality. In order to precisely control the perception of the noise patterns, we perform a psychophysical evaluation of contrast sensitivity thresholds for a set of Perlin noise stimuli. We validate and extend this evaluation using an existing computational model. This allows us to predict the perception of the uncertainty noise patterns for arbitrary choices of parameters. We demonstrate and discuss the efficiency and the benefits of our method with various settings, color maps and data sets.
我们提出了一种新的方法来可视化不确定的标量数据场,将颜色尺度可视化技术与动画、感知适应的柏林噪声相结合。柏林噪声的参数由不确定性信息控制,产生显示局部数据值和质量的动画模式。为了精确控制噪声模式的感知,我们对一组柏林噪声刺激进行了对比灵敏度阈值的心理物理评估。我们使用现有的计算模型验证并扩展了这一评估。这使我们能够预测对任意参数选择的不确定性噪声模式的感知。我们用不同的设置、颜色图和数据集来演示和讨论我们的方法的效率和好处。
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引用次数: 25
Effects of scene density and richness on traveled distance estimation in virtual environments 虚拟环境中场景密度和丰富度对行进距离估计的影响
T. Nguyen, J. Cremer, J. Kearney, J. Plumert
We conducted an experiment to examine the effects of scene density and richness on people's estimates of traveled distance. Participants wearing HMDs first experienced vision-only simulated self-motion over the distance of 65 meters in either a feature-dense scene (condition 1) or a sparse scene (condition 2), and then attempted to reproduce the same distance by physically walking with vision in a neutral virtual scene. We found that participants' estimates in the first condition were significantly shorter than those in the second condition. Furthermore, condition 1 estimates were significantly below the actual 65m travel distance, while condition 2 estimates did not differ significantly from 65m. The results suggest that scene feature density and richness affect traveled distance estimation.
我们进行了一项实验来研究场景密度和丰富度对人们估计行进距离的影响。佩戴头戴式头盔的参与者首先在特征密集的场景(条件1)或稀疏的场景(条件2)中体验了仅视觉的模拟自我运动,距离为65米,然后试图通过在中性虚拟场景中进行视觉行走来重现相同的距离。我们发现,在第一种情况下,参与者的估计明显短于第二种情况。此外,条件1的估计值显著低于实际的65m旅行距离,而条件2的估计值与65m没有显著差异。结果表明,场景特征密度和丰富度会影响行驶距离的估计。
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引用次数: 6
Egocentric distance perception in real and HMD-based virtual environments: the effect of limited scanning method 真实和基于hmd的虚拟环境中的自我中心距离感知:有限扫描方法的影响
Qiufeng Lin, Xianshi Xie, Aysu Erdemir, G. Narasimham, T. McNamara, J. Rieser, Bobby Bodenheimer
We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We varied the field of view (real), scan direction (real), blind walking method (real and virtual), and self-representation (virtual) over distances of 4 meters to 7 meters. The field of view varied between 21.1° and 13.6°. The scan direction varied between near-to-far scanning and far-to-near scanning. The blind walking method varied between direct blind walking and an indirect method of blind walking that matched the geometry of our laboratory. We varied self-representation between having a self-avatar (a fully tracked, animated, and first-person perspective of the user), having a static avatar (a mannequin avatar that did not move), to having no avatar (a disembodied camera view of the virtual environment). In the real environment, we find an effect of field of view; participants performed more accurately with larger field of view. In both real and virtual environments, we find an effect of blind walking method; participants performed more accurately in direct blind walking. We do not find an effect of distance underestimation in any environment, nor do we find an effect of self-representation.
在真实环境和虚拟环境下,采用受限扫描盲行方式进行了四项自我中心深度感知实验。我们在所有实验中的观看条件都是单目的。我们在4米到7米的距离上改变了视场(真实)、扫描方向(真实)、盲人行走方式(真实和虚拟)和自我表现(虚拟)。视场在21.1°到13.6°之间变化。扫描方向在近距离扫描和远距离扫描之间变化。盲走法在直接盲走法和与我们实验室的几何形状相匹配的间接盲走法之间变化。我们将自我表现分为拥有自我化身(完全跟踪、动画和用户的第一人称视角)、拥有静态化身(不移动的人体模型化身)和没有化身(虚拟环境的无实体摄像机视图)。在真实环境中,我们发现了视场效应;参与者在更大的视野下表现得更准确。在真实和虚拟环境中,我们都发现了盲走法的效果;参与者在直接盲人行走中表现得更准确。在任何环境中,我们都没有发现距离低估的影响,也没有发现自我表征的影响。
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引用次数: 29
The influence of eye height and avatars on egocentric distance estimates in immersive virtual environments 沉浸式虚拟环境中眼高和化身对自我中心距离估计的影响
Markus Leyrer, Sally A. Linkenauger, H. Bülthoff, Uwe Kloos, B. Mohler
It is well known that eye height is an important visual cue in the perception of apparent sizes and affordances in virtual environments. However, the influence of visual eye height on egocentric distances in virtual environments has received less attention. To explore this influence, we conducted an experiment where we manipulated the virtual eye height of the user in a head-mounted display virtual environment. As a measurement we asked the participants to verbally judge egocentric distances and to give verbal estimates of the dimensions of the virtual room. In addition, we provided the participants a self-animated avatar to investigate if this virtual self-representation has an impact on the accuracy of verbal distance judgments, as recently evidenced for distance judgments accessed with an action-based measure. When controlled for ownership, the avatar had a significant influence on the verbal estimates of egocentric distances as found in previous research. Interestingly, we found that the manipulation of eye height has a significant influence on the verbal estimates of both egocentric distances and the dimensions of the room. We discuss the implications which these research results have on those interested in space perception in both immersive virtual environments and the real world.
众所周知,在虚拟环境中,眼高是感知视尺寸和可视性的重要视觉线索。然而,在虚拟环境中,视眼高度对自我中心距离的影响却很少受到关注。为了探索这种影响,我们进行了一个实验,我们在头戴式显示器虚拟环境中操纵用户的虚拟眼睛高度。作为一项测量,我们要求参与者口头判断以自我为中心的距离,并口头估计虚拟房间的尺寸。此外,我们为参与者提供了一个自我动画的化身,以调查这种虚拟的自我表征是否对口头距离判断的准确性有影响,正如最近通过基于行动的测量获得的距离判断所证明的那样。正如之前的研究发现的那样,当控制所有权时,化身对自我中心距离的口头估计有显著影响。有趣的是,我们发现眼睛高度的操纵对自我中心距离和房间尺寸的口头估计有显著影响。我们讨论了这些研究结果对沉浸式虚拟环境和现实世界中空间感知感兴趣的人的影响。
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引用次数: 90
Spatial localization with only auditory cues: a preliminary study 仅凭听觉线索的空间定位:一项初步研究
Stephen W. Bailey, F. Pampel, D. Ashmead, Bobby Bodenheimer
This experiment investigates source point localization using only auditory cues. The idea is to determine how well humans can localize and reason about space using only sound cues, and to determine how different sound cues effect performance in such tasks. The findings from this line of research can be used in enhancing audio in virtual environments. This abstract presents first steps in this direction. The task we study here is: given a point in space near the user plus a sound cue that is modulated by the distance between the users hand and point, how well (quickly) can the user locate the point.
本实验仅使用听觉线索研究源点定位。这个想法是为了确定人类仅使用声音线索定位和推理空间的能力,并确定不同的声音线索在这些任务中的表现。这方面的研究成果可以用于增强虚拟环境中的音频。这篇摘要是朝着这个方向迈出的第一步。我们在这里研究的任务是:给定空间中用户附近的一个点,加上一个由用户的手和点之间的距离调制的声音提示,用户能多好(多快)地找到这个点。
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引用次数: 1
期刊
Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization
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