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Evaluation of field of view calibration techniques for head-mounted displays 头戴式显示器的视场校准技术评价
C. Walter, G. Bruder, Benjamin Bolte, Frank Steinicke
In this poster we present a comparison of two calibration techniques that allow to determine the field of view (FOV) for immersive head-mounted displays (HMDs).
在这张海报中,我们展示了两种校准技术的比较,这两种校准技术可以确定沉浸式头戴式显示器(hmd)的视场(FOV)。
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引用次数: 2
Perceiving alterations in trajectories while throwing in a virtual environment 在虚拟环境中投掷时感知轨迹的变化
Erin A. McManus, Qiufeng Lin, Aysu Erdemir, Stephen W. Bailey, J. Rieser, Bobby Bodenheimer
The trend in immersive virtual environments (VEs) is to include the users in a more active role by having them interact with the environment and objects within the environment. Studying action and perception in VEs, then, becomes an increasingly interesting and important topic to study. We chose to study a user's ability to judge errors in self-produced motion; more specifically, we had users throw a ball underhanded and, using a two alternative forced choice procedure, had them judge the fidelity of the trajectory of their throws. We chose throwing because it is a fairly common activity that many people have experience with and also so that we could model our study on previous research [Reitsma and Pollard 2003; Reitsma et al. 2008]. We changed the trajectories of the throws with three perturbations by altering both the vertical and horizontal components of the ball's initial velocity and also by changing the magnitude of the gravity acting on the ball over the course of its flight. All three perturbations were added in both positive and negative directions. Discrimination thresholds were determined for each subject using a maximum likelihood function and from these thresholds we were able to form some conclusions about users' ability to perceive errors in motion caused by their actions. Unlike Reitsma et. al. [2003; 2008], there was no difference between a user's ability to perceive alterations in the vertical and horizontal velocities of the ball's motion, regardless of direction. Also, lower gravities were marginally easier to detect than higher gravities.
沉浸式虚拟环境(ve)的趋势是通过让用户与环境和环境中的对象进行交互,使用户扮演更积极的角色。因此,研究虚拟企业的行为和感知成为一个越来越有趣和重要的研究课题。我们选择研究用户在自我产生的动作中判断错误的能力;更具体地说,我们让用户用假手扔球,并使用两种可选的强制选择程序,让他们判断投掷轨迹的保真度。我们之所以选择投掷,是因为这是一项相当普遍的活动,许多人都有过这样的经历,而且我们可以根据之前的研究(Reitsma and Pollard 2003;Reitsma et al. 2008]。我们通过改变球的初始速度的垂直和水平分量,以及在球的飞行过程中改变作用在球上的重力的大小,用三种扰动改变了抛球的轨迹。所有三种扰动都在正负方向上添加。使用最大似然函数确定每个受试者的判别阈值,从这些阈值中,我们能够形成关于用户感知由其行为引起的运动错误的能力的一些结论。不像Reitsma等人[2003;[2008],无论方向如何,用户感知球运动的垂直和水平速度变化的能力没有区别。此外,较低的重力比较高的重力更容易被探测到。
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引用次数: 3
The role of contrast in the perceived depth of monocular imagery 对比度在单目图像感知深度中的作用
Allan G. Rempel, W. Heidrich, Rafał K. Mantiuk
There are many visual cues that provide sensations of depth or distance in our observations of real-world 3D scenes as well as 2D images. In the latter case, these cues are monocular in that the images appear the same to both retinae and do not have binocular disparity that can be used to form depth judgments. Examples include perspective, relative sizes of objects, familiarity with sizes of objects, occlusion, contrast, brightness, color saturation, and haze. Contrast and brightness are of particular interest to us since they can be manipulated through a much greater range on high dynamic range displays than is possible on conventional displays.
在我们观察现实世界的3D场景和2D图像时,有许多视觉线索可以提供深度或距离的感觉。在后一种情况下,这些线索是单眼的,因为图像在两个视网膜上看起来是一样的,不存在可用于形成深度判断的双眼差异。例子包括透视、物体的相对大小、对物体大小的熟悉程度、遮挡、对比度、亮度、色彩饱和度和雾霾。对比度和亮度是我们特别感兴趣的,因为它们可以在高动态范围显示器上比传统显示器上更大的范围内进行操作。
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引用次数: 11
Subtle gaze manipulation for improved mammography training 微妙的凝视操纵,以改善乳房x光检查训练
S. Sridharan, Reynold J. Bailey, Ann McNamara, C. Grimm
The ability to direct viewer gaze about an image has important application in medical image training and analysis. We use a novel gaze manipulation technique called Subtle Gaze Direction [Bailey et al. 2009] to guide novice users as they try to identify abnormalities in digital mammogram images. Subtle Gaze Direction is achieved by performing brief image-space modulations on specific regions of the viewer's peripheral vision in order to attract their attention. The viewer's gaze is monitored in real-time and the modulations are terminated before the viewer is allowed to scrutinize them with their high-acuity foveal vision. This approach is preferred to more overt techniques which require permanent alterations to the original images in order to highlight specific areas of interest. In our experiment we use Subtle Gaze Direction to guide novices along the scanpath of an expert radiologist. We hypothesized that this approach would increase the likelihood of novices correctly identifying irregularities in the mammograms.
引导观看者注视图像的能力在医学图像训练和分析中有着重要的应用。我们使用一种名为“微妙凝视方向”的新颖凝视操纵技术[Bailey等人,2009]来指导新手用户识别数字乳房x光照片中的异常。微妙的凝视方向是通过对观看者周边视觉的特定区域进行简短的图像空间调制以吸引他们的注意力来实现的。观看者的目光被实时监控,在观看者被允许用他们的高灵敏度中央凹视觉仔细检查他们之前,调制被终止。这种方法是首选更明显的技术,需要永久改变原始图像,以突出特定的兴趣区域。在我们的实验中,我们使用微妙的凝视方向来引导新手沿着放射科专家的扫描路径。我们假设这种方法将增加新手正确识别乳房x光检查异常的可能性。
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引用次数: 27
Towards perceptual quality evaluation of dynamic meshes 动态网格的感知质量评价
Fakhri Torkhani, K. Wang, Annick Montanvert
In practical applications, it is common that a 3D mesh undergoes some lossy operations (e.g. simplification, watermarking, compression, noise contamination, etc.). Since the end users of 3D meshes are often human beings, it is thus important to derive metrics that can faithfully assess the perceptual distortions induced by these operations. The derived metrics can be used, for instance, to benchmark a family of geometry processing algorithms, or to guide the design of new algorithms. Like in the case of image quality assessment, metrics based on mesh geometric distances (e.g. Haus-dorff distance and root mean squared error) cannot correctly predict the visual quality degradation. Recently, several perceptually-motivated metrics have been proposed (e.g. mesh structural distortion measure and roughness-based measures) [Lavoué and Corsini 2010]. Those perceptual metrics work well on static meshes, but are less efficient on dynamic meshes because they may mistakenly evaluate "natural" deformations as of rather low perceptual quality (c.f. Section 3). Based on the fact that surface movements in a dynamic mesh sequence are often defined as quasi-isometric deformations (especially in the case of human body and animals animations), we propose in this poster a perceptually-driven mesh quality metric that is capable of distinguishing quasi-isometric deformations from the actual visually unpleasant distortions. To the best of our knowledge, such a metric does not exist in the literature.
在实际应用中,三维网格通常会经历一些有损操作(如简化、水印、压缩、噪声污染等)。由于3D网格的最终用户通常是人类,因此得出能够忠实地评估由这些操作引起的感知扭曲的度量是很重要的。例如,派生的度量可用于对一系列几何处理算法进行基准测试,或指导新算法的设计。与图像质量评估一样,基于网格几何距离(如豪斯-多夫距离和均方根误差)的度量不能正确预测视觉质量退化。最近,已经提出了几个感知驱动的度量(例如网格结构失真度量和基于粗糙度的度量)[lavou和Corsini 2010]。这些感知指标在静态网格上工作得很好,但在动态网格上效率较低,因为它们可能会错误地将“自然”变形评估为相当低的感知质量(参见第3节)。基于动态网格序列中的表面运动通常被定义为准等长变形(特别是在人体和动物动画的情况下)这一事实,我们在这张海报中提出了一个感知驱动的网格质量度量,它能够区分准等距变形和实际的视觉上不愉快的扭曲。据我们所知,这样的度量在文献中并不存在。
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引用次数: 0
Peripheral visual information and its effect on distance judgments in virtual and augmented environments 周边视觉信息及其对虚拟和增强环境中距离判断的影响
J. A. Jones, S. Ellis, J. Swan, Gurjot Singh, S. Ellis, M. S. University, N. Ames
A frequently observed problem in medium-field virtual environments is the underestimation of egocentric depth. This problem has been described numerous times and with widely varying degrees of severity, and although there has been considerable progress made in modifying observer behavior to compensate for these misperceptions, the question of why these errors exist is still an open issue. This paper presents the findings of a series of experiments, comprising 103 participants, that attempts to identify and quantify the source of a pattern of adaptation and improved depth judgment accuracy over time scales of less than one hour. Taken together, these experiments suggest that peripheral visual information is an important source of information for the calibration of movement within medium-field virtual environments.
在中场虚拟环境中经常观察到的一个问题是对自我中心深度的低估。这个问题已经被描述过无数次,并且严重程度各不相同,尽管在修改观察者行为以补偿这些误解方面已经取得了相当大的进展,但为什么这些错误存在的问题仍然是一个悬而未决的问题。本文介绍了由103名参与者组成的一系列实验的结果,这些实验试图确定和量化一种适应模式的来源,并在不到一小时的时间尺度上提高深度判断的准确性。综上所述,这些实验表明,周边视觉信息是中场虚拟环境中运动校准的重要信息来源。
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引用次数: 68
A high bit depth digital imaging pipeline for vision research 用于视觉研究的高位深度数字成像管道
Timo Kunkel, G. Damberg, L. Johnson
In order to achieve accurate results in user studies in the fields of Psychophysics, Experimental Psychology, Ophthalmology and clinical studies there are high demands towards an imaging pipeline presenting these stimuli in an experiment (as illustrated in Figure 1). For example, display stability and repeatability, both short term and long term are crucial when conducting research leading to robust results. Further important factors are the perceptual limits of a graphics pipeline. Here, two important elements are the achievable dynamic range and the color gamut, which would ideally approximate or exceed the capabilities of the human visual system (HVS). In an optimal solution, those stimulus dimensions would be displayed with continuous intensity levels between their respective extrema (e.g. from dark to light) when presenting them to participants.
为了在心理物理学、实验心理学、眼科学和临床研究领域的用户研究中获得准确的结果,对在实验中呈现这些刺激的成像管道有很高的要求(如图1所示)。例如,在进行导致可靠结果的研究时,短期和长期的显示稳定性和可重复性至关重要。更重要的因素是图形管道的感知限制。在这里,两个重要的元素是可实现的动态范围和色域,这将理想地接近或超过人类视觉系统(HVS)的能力。在最佳解决方案中,这些刺激维度在呈现给参与者时,将在各自的极值(例如从黑暗到光明)之间以连续的强度水平显示。
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引用次数: 3
A gaze-contingent reading tutor program for children with developmental dyslexia 一项针对发展性阅读障碍儿童的注视性阅读辅导计划
Nicolas Schneider, M. Dorr, L. Pomârjanschi, E. Barth
Children with developmental dyslexia show significant differences in their perception from control subjects and often are not able to mask text surrounding the words they currently read [Geiger and Lettvin 2000]. The ability to mask surrounding text (called lateral masking) is fundamental for proficient reading. Geiger and Lettvin presented a practical method that allows children with dylexia to learn a new visual strategy for reading. Their results showed major improvements in the reading proficiency.
患有发展性阅读障碍的儿童在感知方面与对照组有显著差异,并且经常无法掩盖他们正在阅读的单词周围的文本[Geiger和Lettvin 2000]。屏蔽周围文字的能力(称为横向屏蔽)是熟练阅读的基础。盖格和莱特文提出了一种实用的方法,可以让有阅读困难的儿童学习一种新的视觉阅读策略。结果显示,学生的阅读能力有了很大的提高。
{"title":"A gaze-contingent reading tutor program for children with developmental dyslexia","authors":"Nicolas Schneider, M. Dorr, L. Pomârjanschi, E. Barth","doi":"10.1145/2077451.2077480","DOIUrl":"https://doi.org/10.1145/2077451.2077480","url":null,"abstract":"Children with developmental dyslexia show significant differences in their perception from control subjects and often are not able to mask text surrounding the words they currently read [Geiger and Lettvin 2000]. The ability to mask surrounding text (called lateral masking) is fundamental for proficient reading. Geiger and Lettvin presented a practical method that allows children with dylexia to learn a new visual strategy for reading. Their results showed major improvements in the reading proficiency.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"9 1","pages":"117"},"PeriodicalIF":0.0,"publicationDate":"2011-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80449189","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Measuring gaze depth with an eye tracker during stereoscopic display 用眼动仪测量立体显示时的凝视深度
A. Duchowski, Brandon Pelfrey, D. House, Rui I. Wang
While determining 2D gaze position using eye tracking is common practice, the efficacy of using eye tracking to measure 3D gaze point in a stereoscopic display has not been carefully studied. In this paper we explore this issue using a custom Wheatstone stereoscope augmented with an eye tracker. In a pilot study, we showed that there is strong evidence that eye vergence measurements do, in fact, track the depth component of the 3D stereo gaze point. In a subsequent full study, we compare depth estimation for a scene viewed in four different ways: without either stereo or motion parallax, without stereo but with motion parallax, with stereo but without motion parallax, and with both stereo and motion parallax. We show a significant effect related to depth from eye vergence for both of the stereo cases, but no effect for the monoscopic cases. Since depth from vergence is very noisy, we use a Butterworth filter to smooth the data and show that this greatly improves the stability of the depth reading without significant lag or loss in accuracy. We also demonstrate that using quadratic regression to perform a depth calibration can greatly improve the accuracy of the depth measurement.
虽然使用眼动追踪确定二维凝视位置是常见的做法,但在立体显示器中使用眼动追踪测量三维凝视点的有效性尚未得到仔细研究。在本文中,我们使用带有眼动仪的定制惠斯通立体镜来探索这个问题。在一项初步研究中,我们展示了有强有力的证据表明,眼睛的辐度测量确实可以跟踪3D立体凝视点的深度分量。在随后的全面研究中,我们比较了以四种不同方式观看场景的深度估计:没有立体或运动视差,没有立体但有运动视差,有立体但没有运动视差,以及既有立体又有运动视差。我们显示,在两种立体情况下,与眼辐深度相关的显著影响,但在单镜情况下没有影响。由于来自收敛的深度非常嘈杂,我们使用巴特沃斯滤波器来平滑数据,并表明这大大提高了深度读取的稳定性,而没有明显的滞后或准确性损失。我们还证明了使用二次回归进行深度校准可以大大提高深度测量的精度。
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引用次数: 49
Perception of simplification artifacts for animated characters 动画角色简化工件的感知
M. Larkin, C. O'Sullivan
For real-time animation of characters, Level of Detail (LOD) techniques are usually deployed to achieve optimal efficiency and realism. Tools that can aid an application designer or developer to deploy simplification methods and LOD representations under different circumstances are therefore needed. In this paper we explore the perception of texture, silhouette and lighting artifacts on simplified character models, including the effect animation intensity has on the perceptibility of these artifacts. We propose novel methods to simulate each artifact separately, and test their effects in isolation and cumulatively. Our results provide useful insights and guidelines, including the importance of silhouette preservation. An adaptation of PerceptualDiff for predicting simplification detection has been developed, which can be used to guide automatic model placement and LOD selection in realtime character applications.
对于人物的实时动画,通常采用细节水平(LOD)技术来实现最佳的效率和真实感。因此,需要能够帮助应用程序设计人员或开发人员在不同情况下部署简化方法和LOD表示的工具。在本文中,我们探讨了纹理、轮廓和灯光伪影在简化角色模型上的感知,包括动画强度对这些伪影感知的影响。我们提出了新的方法来分别模拟每个伪影,并在孤立和累积的情况下测试它们的效果。我们的结果提供了有用的见解和指导方针,包括轮廓保存的重要性。对PerceptualDiff进行了改进,用于预测简化检测,可用于指导实时字符应用中的自动模型放置和LOD选择。
{"title":"Perception of simplification artifacts for animated characters","authors":"M. Larkin, C. O'Sullivan","doi":"10.1145/2077451.2077469","DOIUrl":"https://doi.org/10.1145/2077451.2077469","url":null,"abstract":"For real-time animation of characters, Level of Detail (LOD) techniques are usually deployed to achieve optimal efficiency and realism. Tools that can aid an application designer or developer to deploy simplification methods and LOD representations under different circumstances are therefore needed. In this paper we explore the perception of texture, silhouette and lighting artifacts on simplified character models, including the effect animation intensity has on the perceptibility of these artifacts. We propose novel methods to simulate each artifact separately, and test their effects in isolation and cumulatively. Our results provide useful insights and guidelines, including the importance of silhouette preservation. An adaptation of PerceptualDiff for predicting simplification detection has been developed, which can be used to guide automatic model placement and LOD selection in realtime character applications.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"74 1","pages":"93-100"},"PeriodicalIF":0.0,"publicationDate":"2011-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84710716","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
期刊
Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization
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