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A morphing-based analysis of the perceptual distance metric of human faces 基于形态学的人脸感知距离度量分析
Nadine Gummersbach, V. Blanz
This paper presents a psychophysical analysis of the discrimination thresholds of human faces that are varied along different directions in Face Space. Generated by a 3D Morphable Model, the stimuli are frontal views of original laser scans that are modified in shape, texture or both. Discrimination thresholds are then measured in a four Alternative Forced Choice (4AFC) design and a staircase method. In Experiment 1, texture and shape are varied separately along a set of principal component directions. For different components, the results show a consistent pattern of high and low thresholds across individual participants. We compare Mahalanobis distance, Euclidean distance in face space, and 2D image differences as potential predictors for human discrimination thresholds. The goal of Experiment 2 is to investigate the interaction between shape and texture. The stimuli include combined and separate variations of shape and texture in the 4AFC staircase setup, which are analyzed in a within-subject paradigm. The results indicate that participants rely on both shape and texture for their decision. The experiments help to assess different potential models of the fusion of shape and texture cues, and provide useful information for computer graphics applications such as character design interfaces.
本文对人脸空间中沿不同方向变化的人脸识别阈值进行了心理物理分析。由3D变形模型生成,刺激是原始激光扫描的正面视图,在形状、纹理或两者上都进行了修改。然后用四种选择强迫选择(4AFC)设计和阶梯法测量歧视阈值。在实验1中,纹理和形状沿一组主成分方向分别变化。对于不同的组成部分,结果显示出个体参与者的高阈值和低阈值的一致模式。我们比较了马氏距离、人脸空间中的欧几里得距离和二维图像差异作为人类歧视阈值的潜在预测因子。实验2的目的是研究形状和纹理之间的相互作用。刺激包括4AFC楼梯设置中形状和纹理的组合和单独变化,并在主题内范式中进行分析。结果表明,参与者在做决定时既依赖于形状,也依赖于质地。这些实验有助于评估形状和纹理线索融合的不同潜在模型,并为计算机图形学应用(如字符设计界面)提供有用的信息。
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引用次数: 2
Egocentric distance judgments in a large screen display immersive virtual environment 大屏幕显示沉浸式虚拟环境中的自我中心距离判断
I. Alexandrova, Paolina T. Teneva, S. Rosa, Uwe Kloos, H. Bülthoff, B. Mohler
People underestimate egocentric distances in head-mounted display virtual environments, as compared to estimates done in the real world. Our work investigates whether distances are still compressed in a large screen display immersive virtual environment, where participants are able to see their own body surrounded by the virtual environment. We conducted our experiment in both the real world using a real room and the large screen display immersive virtual environment using a 3D model of the real room. Our results showed a significant underestimation of verbal reports of egocentric distances in the large screen display immersive virtual environment, while the distance judgments of the real world were closer to veridical. Moreover, we observed a significant effect of distances in both environments. In the real world closer distances were slightly underestimated, while further distances were slightly overestimated. In contrast to the real world in the virtual environment participants overestimated closer distances (up to 2.5m) and underestimated distances that were further than 3m. A possible reason for this effect of distances in the virtual environment may be that participants perceived stereo cues differently when the target was projected on the floor versus on the front of the large screen.
与现实世界中的估计相比,人们低估了头戴式显示器虚拟环境中的自我中心距离。我们的工作是研究在一个大屏幕显示的沉浸式虚拟环境中,距离是否仍然被压缩,在这个环境中,参与者能够看到自己的身体被虚拟环境包围。我们在现实世界中使用真实的房间进行实验,在大屏幕显示沉浸式虚拟环境中使用真实房间的3D模型进行实验。我们的研究结果显示,在大屏幕显示沉浸式虚拟环境中,自我中心距离的口头报告显著低估,而现实世界的距离判断更接近真实。此外,我们在两种环境中都观察到距离的显著影响。在现实世界中,较近的距离被略微低估,而较远的距离被略微高估。与现实世界相比,虚拟环境中的参与者高估了近距离(2.5米),低估了超过3米的距离。虚拟环境中距离影响的一个可能原因是,当目标投射在地板上和大屏幕前时,参与者对立体线索的感知不同。
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引用次数: 46
The effect of stereo and context on memory and awareness states in immersive virtual environments 沉浸式虚拟环境中立体和情境对记忆和意识状态的影响
Adam Bennett, Matthew Coxon, K. Mania
Spatial awareness is crucial for human performance efficiency of any task that entails perception of space. Memory of spaces is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in such environments. Furthermore, performance on these tasks may also be influenced by the context of the environment. This research investigates the effect of stereo viewing on object recognition after exposure to an immersive VE, in terms of both scene context and associated awareness states. The immersive simulation consisted of a radiosity-rendered room that was either populated by objects consistent with an office setting or by primitive objects located in similar positions. The simulation was displayed on a stereo head-tracked Head Mounted Display. Twenty-four participants across two visual conditions of varying depth cues (absence vs presence of stereo cues) were exposed to the VE and completed an object-based memory recognition task. Participants also reported one of four states of awareness following each recognition response which reflected whether visual mental imagery was induced during retrieval. Results revealed better memory of objects that were consistent with the environment context and associated with vivid memorial experiences when the space was viewed in stereo.
空间意识对于人类在任何需要感知空间的任务中的表现效率至关重要。对空间的记忆是认知活动(意识状态)的不完美反映,而认知活动是在这种环境中表现的基础。此外,这些任务的性能还可能受到环境上下文的影响。本研究从场景背景和相关意识状态两方面探讨了置身于沉浸式虚拟现实后立体视觉对物体识别的影响。沉浸式模拟由一个辐射渲染的房间组成,房间里要么有与办公室环境一致的物体,要么有位于类似位置的原始物体。仿真结果显示在立体头戴式显示器上。24名参与者在两种不同深度线索的视觉条件下(缺乏立体线索和存在立体线索)暴露于VE并完成基于物体的记忆识别任务。参与者还报告了在每个识别反应之后的四种意识状态中的一种,这反映了在检索过程中是否诱发了视觉心理意象。结果显示,当以立体方式观看空间时,与环境背景一致并与生动的记忆体验相关的物体记忆力更好。
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引用次数: 15
A system for exploring large virtual environments that combines scaled translational gain and interventions 一个用于探索大型虚拟环境的系统,结合了规模化的平移增益和干预
Xianshi Xie, Qiufeng Lin, Haojie Wu, G. Narasimham, T. McNamara, J. Rieser, Bobby Bodenheimer
This paper evaluates the combination of two methods for adapting bipedal locomotion to explore virtual environments displayed on head-mounted displays (HMDs) within the confines of limited tracking spaces. We combine a method of changing the optic flow of locomotion, effectively scaling the translational gain, with a method of intervening and manipulating a user's locations in physical space while preserving their spatial awareness of the virtual space. This latter technique is called resetting. In two experiments, we evaluate both scaling the translational gain and resetting while a subject locomotes along a path and then turns to face a remembered object. We find that the two techniques can be effectively combined, although there is a cognitive cost to resetting.
本文评估了两种方法的结合,以适应双足运动来探索头戴式显示器(hmd)在有限跟踪空间的限制下显示的虚拟环境。我们结合了一种改变运动光流的方法,有效地缩放平移增益,以及一种干预和操纵用户在物理空间中的位置的方法,同时保留他们对虚拟空间的空间意识。后一种技术称为重置。在两个实验中,我们评估了平移增益的缩放和重置,同时受试者沿着一条路径移动,然后转向面对记忆中的物体。我们发现这两种技术可以有效地结合起来,尽管重置有认知成本。
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引用次数: 40
Effect of measurement setting in judging traveled distance: additional evidence for underestimation of distance in virtual environments 测量设置对判断行进距离的影响:虚拟环境中距离低估的额外证据
T. Nguyen, Timofey Grechkin, J. Cremer, J. Kearney, J. Plumert
There has been a substantial amount of research on two different but related problems: estimating distances of perceived objects ("how far away is that thing?") and estimating traveled distance ("how far did I just walk?"). For instance, Lappe et al [2007] recently examined a "leaky path integration" model to account for travel distance judgments in a virtual environment.
人们对两个不同但相关的问题进行了大量的研究:估计感知物体的距离(“那个东西有多远?”)和估计行进距离(“我刚刚走了多远?”)。例如,Lappe等人[2007]最近研究了一个“泄漏路径集成”模型,以解释虚拟环境中的旅行距离判断。
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引用次数: 3
Perceptibility of clones in tree rendering 树渲染中克隆的可感知性
A. Purvis, V. Sundstedt
Instancing cloned models is a powerful technique for reducing the time and space requirements of the storage and visualization of large populations of similar objects [McDonnell et. al. 2008]. This poster presents the results of two perceptual experiments into the application of cloning to plant populations.
克隆模型的实例化是一种强大的技术,可以减少大量相似对象的存储和可视化所需的时间和空间[McDonnell et. al. 2008]。这张海报展示了两个将克隆技术应用于植物种群的感性实验的结果。
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引用次数: 0
Detection of image stretching 图像拉伸检测
Yuzhen Niu, Feng Liu, Xue-qing Li, Huiyun Bao, Michael Gleicher
Resizing images for different devices often involves changing the aspect ratio. A wide variety of approaches for resizing exist: sophisticated "content-aware" (or retargeting) approaches are built on the assumption that carefully chosen distortions are preferable to the naïve approach of uniformly stretching the image. However, there is little codified understanding of how distortions of the image, including uniform stretching or more complex warps introduced by retargeting, are perceived. In this paper, we describe experiments that explore the perception of image stretching, to establish the baseline for assessing more complex resizing methods, as well as to establish the methodology. In a series of experiments, we show that the perception of stretching is a complex phenomenon depending on a myriad of factors including the amount of distortion, the image content, the viewer's cultural background, and the observation time. We provide a methodology for creating images that avoid unfair cues to stretching and explore issues in using online worker communities for studies. We show that even small stretches can be detected in some cases. These findings have ramifications for the design and evaluation of image retargeting, and suggest that a more thorough study of distortion perception is necessary.
为不同的设备调整图像的大小通常需要改变宽高比。存在各种各样的调整大小的方法:复杂的“内容感知”(或重定向)方法建立在这样的假设之上,即精心选择的扭曲比naïve均匀拉伸图像的方法更可取。然而,对于如何感知图像的扭曲,包括均匀拉伸或重定向引入的更复杂的扭曲,几乎没有编纂的理解。在本文中,我们描述了探索图像拉伸感知的实验,以建立评估更复杂的调整大小方法的基线,以及建立方法论。在一系列的实验中,我们表明拉伸的感知是一个复杂的现象,取决于无数的因素,包括变形量、图像内容、观看者的文化背景和观察时间。我们提供了一种方法来创建图像,避免不公平的线索,拉伸和探索问题,使用在线工人社区进行研究。我们表明,在某些情况下,即使是很小的拉伸也可以被检测到。这些发现对图像重定向的设计和评估有影响,并建议对扭曲感知进行更深入的研究是必要的。
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引用次数: 4
What your design looks like to peripheral vision 你的设计是什么样子的周边视觉
A. Raj, R. Rosenholtz
At any given instant, much of a display appears in a user's periphral vision. Based on the information available in a glance, the user moves their eyes, scanning the display for items of interest, and piecing together a coherent view of the display. Much of this processing happens unconsciously. Understanding the information available in the periphery can help design better information visualizations and user interfaces, by enabling designers to make displays that effectively guide eye movements and make important information available in a glance. However, it is difficult to attend to our peripheral vision to gain insights about the information available there. In this paper, we discuss a means of visualizing the information available in peripheral vision, given an image of a display and the current fixation. We show results of our model on several information visualizations.
在任何给定的时刻,大部分显示都出现在用户的外围视觉中。基于一瞥中可用的信息,用户移动他们的眼睛,扫描显示感兴趣的项目,并拼凑出显示的连贯视图。大部分的处理过程都是无意识的。了解周边可用的信息可以帮助设计更好的信息可视化和用户界面,使设计师能够制作有效引导眼球运动的显示器,并使重要信息一目了然。然而,很难注意到我们的周边视觉,以获得关于那里可用信息的见解。在本文中,我们讨论了一种方法,可视化的信息可在周边视觉,给定的图像显示和当前的注视。我们在几个信息可视化上展示了我们的模型的结果。
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引用次数: 10
Influence of step frequency on visual speed perception during locomotion 步进频率对运动中视觉速度感知的影响
Rachael Casey, A. Pelah, J. Cameron, Joan Lasenby
[Thurrell et al. 1998] first observed that the perceived speed of optic flow decreases in linear proportion to the increasing physical speed of locomotion on a treadmill and proposed this as a mechanism to discount from the visual signal retinal motion due to self-motion, described as an arthrovisual effect [Thurrell and Pelah 2005]. Since human locomotion consists of a complex of articulated movement, step parameters and associated afferent, efferent and efference copy signals, questions arise as to the relative contributions of these component messages to the reduction in the perception of optic flow speed (POFS). Here we report experiments [Casey 2010] on the role of step frequency (SF) previously proposed as a reliable estimate for perception of the speed of self-motion [Durgin et al. 2007; Dong et al. 2008].
[Thurrell et al. 1998]首次观察到,光流的感知速度随着跑步机上运动的物理速度的增加呈线性比例下降,并提出这是一种机制,可以从视觉信号中忽略视网膜运动,这是由于自我运动,被描述为关节视觉效应[Thurrell和Pelah 2005]。由于人体运动由关节运动、步进参数和相关的传入、传出和传出复制信号组成,因此这些组成信息对光流速度(POFS)感知的相对贡献产生了问题。在这里,我们报告了先前提出的步进频率(SF)作为对自我运动速度感知的可靠估计的作用的实验[Casey 2010] [Durgin et al. 2007];Dong et al. 2008]。
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引用次数: 2
A framework for enhancing depth perception in computer graphics 增强计算机图形学中深度感知的框架
Zeynep Cipiloglu, A. Bulbul, T. Çapin
This paper introduces a solution for enhancing depth perception in a given 3D computer-generated scene. For this purpose, we propose a framework that decides on the suitable depth cues for a given scene and the rendering methods which provide these cues. First, the system calculates the importance of each depth cue using a fuzzy logic based algorithm which considers the target tasks in the application and the spatial layout of the scene. Then, a knapsack model is constructed to keep the balance between the rendering costs of the graphical methods that provide these cues and their contibution to depth perception. This cost-profit analysis step selects the proper rendering methods. In this work, we also present several objective and subjective experiments which show that our automated depth enhancement system is statistically (p < 0.05) better than the other method selection techniques that are tested.
本文介绍了一种在给定的三维计算机生成场景中增强深度感知的解决方案。为此,我们提出了一个框架来决定给定场景的合适深度线索和提供这些线索的渲染方法。首先,系统考虑应用程序中的目标任务和场景的空间布局,采用基于模糊逻辑的算法计算每个深度线索的重要性;然后,构建了一个背包模型,以保持提供这些线索的图形方法的渲染成本与其对深度感知的贡献之间的平衡。这个成本收益分析步骤选择适当的呈现方法。在这项工作中,我们还提出了几个客观和主观实验,表明我们的自动深度增强系统在统计学上(p < 0.05)优于其他测试的方法选择技术。
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引用次数: 33
期刊
Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization
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