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Interaction between real and virtual humans during walking: perceptual evluation of a simple device 行走过程中真实与虚拟人之间的互动:一个简单设备的感知评估
A. Olivier, Jan Ondřej, J. Pettré, R. Kulpa, A. Crétual
Validating that a real user can correctly perceive the motion of a virtual human is first required to enable realistic interactions between real and virtual humans during navigation tasks through virtual reality equipment. In this paper we focus on collision avoidance tasks. Previous works stated that real humans are able to accurately estimate others' motion and to avoid collisions with anticipation. Our main contribution is to propose a perceptual evaluation of a simple virtual reality system. The goal is to assess whether real humans are also able to accurately estimate a virtual human motion before collision avoidance. Results show that, even through a simple system, users are able to correctly evaluate the situation of an interaction on the qualitative point of view. Especially, in comparison with real interactions, users accurately decide whether they should give way to the virtual human or not. However, on the quantitative point of view, it is not easy for users to determine whether they will collide with virtual humans or not. On one hand, deciding to give way or not is a two-choice problem. On the other hand, detecting future collision requires to determine whether some visual variables belong some interval or not. We discuss this problem in terms of bearing angle.
首先需要验证真实用户能够正确感知虚拟人的运动,通过虚拟现实设备在导航任务中实现真实人和虚拟人之间的真实交互。本文主要研究避碰任务。先前的研究表明,真实的人类能够准确地估计他人的动作,并避免与预期发生碰撞。我们的主要贡献是提出一个简单的虚拟现实系统的感性评价。目的是评估真实的人类是否也能够在避免碰撞之前准确地估计虚拟人类的运动。结果表明,即使通过一个简单的系统,用户也能够从定性的角度正确地评估交互的情况。特别是,与真实的交互相比,用户可以准确地决定他们是否应该让位于虚拟人。然而,从定量的角度来看,用户并不容易确定自己是否会与虚拟人发生碰撞。一方面,决定让步还是不让步是一个两种选择的问题。另一方面,检测未来的碰撞需要确定一些视觉变量是否属于某个区间。我们从轴承角的角度来讨论这个问题。
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引用次数: 12
Exploring peripheral LOD change detections during interactive gaming tasks 在交互式游戏任务中探索外围LOD变化检测
Francisco López Luro, Ramón Mollá Vayá, V. Sundstedt
Computer games require players to interact with scenes while performing various tasks. In this paper an experimental game framework was developed to measure players perception to level of detail (LOD) changes in 3D models (for example a bunny), as shown in Figure 1. These models were unrelated to the task assigned to the player and located away from the area in which the task was being accomplished. An interactive task, such as a point and shoot game, triggers a top-down vision process. Performing a specific task can result in inattentional blindness (IB) for the player, which is the phenomenon of not being able to perceive things that are in plain sight. IB can allow for substantial simplifications of the objects in the scene unrelated to the task at hand. In this paper five experiments were conducted exploring peripheral LOD change detections during an interactive gaming task. In three of the five experiments different level of awareness for the same task were tested and it was found that only participants being fully aware of the 3D LOD changes were able to detect about 15% of them during the game. In the other two experiments and with the players fully aware of the LOD changes, the distance at which they were able to detect each change of resolution was measured, with different number of LOD levels used in both experiments.
电脑游戏要求玩家在执行各种任务时与场景互动。本文开发了一个实验性游戏框架,用于测量玩家对3D模型(例如兔子)细节水平变化的感知,如图1所示。这些模型与分配给玩家的任务无关,并且远离完成任务的区域。互动任务,如瞄准射击游戏,会触发自上而下的视觉过程。执行特定任务可能会导致玩家出现无意失明(infintional blindness,简称IB),这是一种无法感知眼前事物的现象。IB可以大大简化场景中与手头任务无关的对象。本文进行了五个实验,探讨了交互游戏任务中外围LOD变化的检测。在5个实验中的3个实验中,对同一任务的不同意识水平进行了测试,结果发现,只有完全意识到3D LOD变化的参与者才能在游戏中检测到约15%的变化。在另外两个实验中,在玩家完全意识到LOD变化的情况下,测量了他们能够检测到每个分辨率变化的距离,并在两个实验中使用了不同数量的LOD水平。
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引用次数: 8
Perceptual principles for scalable sequence alignment visualization 可扩展序列比对可视化的感知原理
Danielle Albers, Michael Gleicher
Sequence comparison is a fundamental task in the biological sciences. Scientists often need to understand the similarities and differences between genetic sequences to understand evolution, to infer common function, or identify differences. Because the sequences are too long for manual examination, scientists rely on alignment tools that automatically identify subsequences that match between the sequences being compared. Numerous approaches for displaying and exploring alignments exist, and have been incorporated into a wide variety of tools. See [Procter et al. 2010] for a survey of several existing approaches.
序列比较是生物科学的一项基本任务。科学家经常需要了解基因序列之间的异同,以理解进化,推断共同的功能,或识别差异。由于这些序列太长,无法进行人工检查,科学家们依靠比对工具自动识别被比较序列之间匹配的子序列。存在许多显示和探索对齐的方法,并已被纳入各种各样的工具中。参见[Procter et al. 2010]对几种现有方法的调查。
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引用次数: 0
Measuring the perception of light inconsistencies 测量对光线不一致的感知
Jorge López-Moreno, V. Sundstedt, Francisco Sangorrin, D. Gutierrez
In this paper we explore the ability of the human visual system to detect inconsistencies in the illumination of objects in images. We specifically focus on objects being lit from different angles as the rest of the image. We present the results of three different tests, two with synthetic objects and a third one with digitally manipulated real images. Our results seem to agree with previous publications exploring the topic, but we extend them by providing quantifiable data which in turn suggest approximate perceptual thresholds. Given that light detection in single images is an ill-posed problem, these thresholds can provide valid error limits to related algorithms in different contexts, such as compositing or augmented reality.
在本文中,我们探讨了人类视觉系统检测图像中物体照明不一致的能力。我们特别关注从不同角度照亮的物体,就像图像的其余部分一样。我们介绍了三个不同的测试结果,两个是合成物体,第三个是数字处理的真实图像。我们的研究结果似乎与之前探讨该主题的出版物一致,但我们通过提供可量化的数据来扩展它们,这些数据反过来又提出了近似的感知阈值。鉴于单幅图像中的光检测是一个病态问题,这些阈值可以为不同背景下的相关算法提供有效的误差限制,例如合成或增强现实。
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引用次数: 25
Depth judgment measures and occluding surfaces in near-field augmented reality 近场增强现实中的深度判断方法和遮挡面
Gurjot Singh, J. Edward Swan, J. Adam Jones, Stephen R. Ellis
In this paper we describe an apparatus and experiment that measured depth judgments in augmented reality at near-field distances of 34 to 50 centimeters. The experiment compared perceptual matching, a closed-loop task for measuring depth judgments, with blind reaching, a visually open-loop task for measuring depth judgments. The experiment also studied the effect of a highly salient occluding surface appearing behind, coincident with, and in front of a virtual object. The apparatus and closed-loop matching task were based on previous work by Ellis and Menges. The experiment found maximum average depth judgment errors of 5.5 cm, and found that the blind reaching judgments were less accurate than the perceptual matching judgments. The experiment found that the presence of a highly-salient occluding surface has a complicated effect on depth judgments, but does not lead to systematically larger or smaller errors.
本文描述了一种在近场距离34 ~ 50厘米的增强现实中测量深度判断的装置和实验。实验比较了深度判断的闭环任务感知匹配和视觉开环任务盲取。实验还研究了一个高度突出的遮挡面出现在虚拟物体的后面、同时和前面的效果。该装置和闭环匹配任务是基于Ellis和Menges之前的工作。实验发现最大平均深度判断误差为5.5 cm,并且发现盲目到达判断的准确性低于感知匹配判断。实验发现,高度突出的遮挡面对深度判断有复杂的影响,但不会导致系统的较大或较小的误差。
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引用次数: 59
Matching actual treadmill walking speed and visually perceived walking speed in a projection virtual environment 在投影虚拟环境中匹配实际跑步机行走速度和视觉感知的行走速度
Laura Kassler, Jeff Feasel, M. Lewek, F. Brooks, M. Whitton
When developing our Immersive Virtual Environment Rehabilitation Treadmill (IVERT) system (Figure 1), we observed the well known phenomenon of visuals feeling "too slow" compared to walking speed (Durgin 2005). The work reported here was motivated by needing a factor, the optical flow multiplier (OFM), to multiply by the treadmill speed to generate a viewpoint/visual speed that "felt right" to the IVERT users. Our most frequent use case will be the therapist setting the treadmill speed and then the program multiplying treadmill speed by the OFM to generate the viewpoint speed.
在开发我们的沉浸式虚拟环境康复跑步机(IVERT)系统时(图1),我们观察到与步行速度相比,视觉感觉“太慢”的众所周知的现象(Durgin 2005)。这里报告的工作的动机是需要一个因素,光流倍增器(OFM),乘以跑步机的速度,以产生对IVERT用户“感觉正确”的视点/视觉速度。我们最常见的用例是治疗师设置跑步机速度,然后程序将跑步机速度乘以OFM来生成视点速度。
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引用次数: 27
Perception of linear and nonlinear motion properties using a FACS validated 3D facial model 使用FACS验证的3D面部模型感知线性和非线性运动属性
D. Cosker, Eva G. Krumhuber, A. Hilton
In this paper we present the first Facial Action Coding System (FACS) valid model to be based on dynamic 3D scans of human faces for use in graphics and psychological research. The model consists of FACS Action Unit (AU) based parameters and has been independently validated by FACS experts. Using this model, we explore the perceptual differences between linear facial motions -- represented by a linear blend shape approach -- and real facial motions that have been synthesized through the 3D facial model. Through numerical measures and visualizations, we show that this latter type of motion is geometrically nonlinear in terms of its vertices. In experiments, we explore the perceptual benefits of nonlinear motion for different AUs. Our results are insightful for designers of animation systems both in the entertainment industry and in scientific research. They reveal a significant overall benefit to using captured nonlinear geometric vertex motion over linear blend shape motion. However, our findings suggest that not all motions need to be animated nonlinearly. The advantage may depend on the type of facial action being produced and the phase of the movement.
在本文中,我们提出了第一个基于人脸动态三维扫描的面部动作编码系统(FACS)有效模型,用于图形学和心理学研究。该模型由基于FACS行动单元(AU)的参数组成,并已由FACS专家独立验证。使用该模型,我们探索了线性面部运动(由线性混合形状方法表示)与通过3D面部模型合成的真实面部运动之间的感知差异。通过数值测量和可视化,我们表明后一种类型的运动在顶点方面是几何非线性的。在实验中,我们探讨了非线性运动对不同au的感知益处。我们的研究结果对娱乐行业和科学研究中的动画系统设计师都有深刻的见解。它们揭示了使用捕获的非线性几何顶点运动优于线性混合形状运动的显著总体优势。然而,我们的研究结果表明,并非所有的运动都需要非线性动画。这种优势可能取决于所产生的面部动作的类型和运动的阶段。
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引用次数: 32
Evaluating the effectiveness of visualization techniques for schematic diagrams in maintenance tasks 评估维护任务中原理图可视化技术的有效性
Sung-ye Kim, I. Woo, Ross Maciejewski, D. Ebert, T. Ropp, K. Thomas
In order to perform daily maintenance and repair tasks in complex electrical and mechanical systems, technicians commonly utilize a large number of diagrams and documents detailing system properties in both electronic and print formats. In electronic document views, users typically are only provided with traditional pan and zoom features; however, recent advances in information visualization and illustrative rendering styles should allow users to analyze documents in a more timely and accurate fashion. In this paper, we evaluate the effectiveness of rendering techniques focusing on methods of document/diagram highlighting, distortion, and navigation while preserving contextual information between related diagrams. We utilize our previously developed interactive visualization system (SDViz) for technical diagrams for a series of quantitative studies and an in-field evaluation of the system in terms of usability and usefulness. In the quantitative studies, subjects perform small tasks that are similar to actual maintenance work while using tools provided by our system. First, the effects of highlighting within a diagram and between multiple diagrams are evaluated. Second, we analyze the value of preserving highlighting as well as spatial information when switching between related diagrams, and then we present the effectiveness of distortion within a diagram. Finally, we discuss a field study of the system and report the results of our findings.
为了在复杂的电气和机械系统中执行日常维护和维修任务,技术人员通常使用大量的电子和打印格式的详细说明系统属性的图表和文档。在电子文档视图中,通常只向用户提供传统的平移和缩放功能;然而,信息可视化和说明性呈现样式的最新进展应该允许用户以更及时和准确的方式分析文档。在本文中,我们评估了渲染技术的有效性,重点关注文档/图表突出显示、扭曲和导航方法,同时保留相关图之间的上下文信息。我们利用之前开发的交互式可视化系统(SDViz)绘制技术图表,进行一系列定量研究,并在可用性和有用性方面对系统进行现场评估。在定量研究中,受试者使用我们的系统提供的工具执行类似于实际维护工作的小任务。首先,评估在一个图内和多个图之间高亮显示的效果。其次,我们分析了在相关图之间切换时保留高光和空间信息的价值,然后我们展示了图内失真的有效性。最后,我们讨论了该系统的实地研究,并报告了我们的研究结果。
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引用次数: 20
The perception of finger motions 对手指运动的感知
S. Jörg, J. Hodgins, C. O'Sullivan
In this paper, we explore the perception of finger motions of virtual characters. In three experiments, designed to investigate finger animations, we asked the following questions: When are errors in finger motion noticeable? What are the consequences of these errors? What animation method should we recommend? We found that synchronization errors of as little as 0.1s can be detected, but that the perceptibility of errors is highly dependent on the type of motion. Errors in finger animations can change the interpretation of a scene even without altering its perceived quality. Finally, out of the four conditions tested -- original motion capture, no motions, keyframed animation and randomly selected motions -- the original motion captured movements were rated as having the highest quality.
在本文中,我们探讨了虚拟人物的手指运动的感知。在三个旨在研究手指动画的实验中,我们提出了以下问题:手指运动中的错误何时会被注意到?这些错误的后果是什么?我们应该推荐什么样的动画制作方法呢?我们发现可以检测到小至0.1s的同步误差,但误差的可感知性高度依赖于运动类型。手指动画中的错误可以改变场景的解释,即使不改变其感知质量。最后,在四种测试条件下——原始动作捕捉、无动作、关键帧动画和随机选择的动作——原始动作捕捉的动作被评为质量最高的。
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引用次数: 40
Movements and voices affect perceived sex of virtual conversers 动作和声音会影响虚拟对话者的性别感知
R. Mcdonnell, C. O'Sullivan
In this paper, we investigate the ability of humans to determine the sex of conversing characters, based on audio and visual cues. We used a corpus of motions and sounds captured from three male and three female actors conversing about a range of topics. In our Unisensory Experiments, visual and auditory stimuli were presented separately to participants who rated how male or female they found them to be. In our Multisensory Experiments, audio and visual information were integrated to determine how they interacted. We found that audio was much easier to classify than motion, and that audio affected but did not saturate ratings when motion and audio were integrated. Finally, even when informative appearance cues were present, this did not help to disambiguate incongruent motion and audio.
在本文中,我们研究了人类基于音频和视觉线索判断对话角色性别的能力。我们使用了从三名男性和三名女性演员中捕获的动作和声音语料库,这些演员谈论一系列话题。在我们的Unisensory实验中,视觉和听觉刺激分别呈现给参与者,让他们对自己认为的男性或女性进行评级。在我们的多感官实验中,音频和视觉信息被整合以确定它们如何相互作用。我们发现音频比运动更容易分类,并且当运动和音频被整合时,音频会影响但不会饱和评级。最后,即使有信息性的外观线索存在,这也无助于消除不一致的动作和音频的歧义。
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引用次数: 8
期刊
Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization
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