Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization最新文献
This research presents an immersive Virtual Environment (VE) of minimum tracking latency. Subsequently, we quantify the cognitive impact of head-tracking latency by investigating the effect of latency on spatial cognition, awareness states and mental imagery. Both the quantification of perceptual sensitivity to latency and description of the mechanism by which VE latency is perceived and controlled will be essential to guide system countermeasures such as predictive compensation.
{"title":"The cognitive impact of head tracking latency in immersive simulations","authors":"Giorgos Papadakis, K. Mania","doi":"10.1145/1620993.1621030","DOIUrl":"https://doi.org/10.1145/1620993.1621030","url":null,"abstract":"This research presents an immersive Virtual Environment (VE) of minimum tracking latency. Subsequently, we quantify the cognitive impact of head-tracking latency by investigating the effect of latency on spatial cognition, awareness states and mental imagery. Both the quantification of perceptual sensitivity to latency and description of the mechanism by which VE latency is perceived and controlled will be essential to guide system countermeasures such as predictive compensation.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"78 1","pages":"136"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74211865","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}
Andrew Nanapragasam, A. Pelah, J. Cameron, Joan Lasenby
The use of real time visual feedback within a virtual reality (VR) environment has received support as a method for rehabilitation [Holden 2005; Fung et al. 2006] of mainly upper body movements in motor-compromised patients. However, research into practical applications offering guidance on how best to present visual feedback to the patient is limited, especially for activity intended to aid the restoration of mobility by walking [Wellner et al. 2008]. This study firstly introduces a paradigm for step training using rendered representations of a subject's foot positions in a simple VR stepping task; and secondly, compares the effects of viewpoint in enhancing locomotor learning for the development of methods for stroke rehabilitation and related applications using VR.
在虚拟现实(VR)环境中使用实时视觉反馈作为一种康复方法得到了支持[Holden 2005;Fung et al. 2006]运动障碍患者的主要上身运动。然而,关于如何最好地为患者提供视觉反馈的实际应用指导的研究是有限的,特别是对于旨在通过步行帮助恢复活动能力的活动[Wellner et al. 2008]。本研究首先介绍了一个简单的VR步进任务中使用受试者脚位的渲染表征进行步进训练的范例;其次,比较视点在促进运动学习方面的作用,为开发脑卒中康复方法及VR相关应用提供参考。
{"title":"Visualizations for locomotor learning with real time feedback in VR","authors":"Andrew Nanapragasam, A. Pelah, J. Cameron, Joan Lasenby","doi":"10.1145/1620993.1621033","DOIUrl":"https://doi.org/10.1145/1620993.1621033","url":null,"abstract":"The use of real time visual feedback within a virtual reality (VR) environment has received support as a method for rehabilitation [Holden 2005; Fung et al. 2006] of mainly upper body movements in motor-compromised patients. However, research into practical applications offering guidance on how best to present visual feedback to the patient is limited, especially for activity intended to aid the restoration of mobility by walking [Wellner et al. 2008]. This study firstly introduces a paradigm for step training using rendered representations of a subject's foot positions in a simple VR stepping task; and secondly, compares the effects of viewpoint in enhancing locomotor learning for the development of methods for stroke rehabilitation and related applications using VR.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"2 1","pages":"139"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82350780","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}
Immersive virtual environments (IVE) are increasingly used in both fundamental research like experimental psychology and applications such as training, phobia therapy, or entertainment. Ideally, people should be able to perceive and behave in such IVEs as naturally and effectively as in real environments --- especially if real-world transfer is desired. Being inherently mobile species, enabling natural spatial orientation and cognition in IVEs is essential. Here, we investigated whether seeing a virtual environment has a similar effect on our spatial cognition and mental spatial representation as a comparable real-world stimulus does -- if it does not, how could we assume real-world transfer?
{"title":"Is seeing a virtual environment like seeing the real thing?","authors":"Dinara Moura, B. Riecke","doi":"10.1145/1620993.1621025","DOIUrl":"https://doi.org/10.1145/1620993.1621025","url":null,"abstract":"Immersive virtual environments (IVE) are increasingly used in both fundamental research like experimental psychology and applications such as training, phobia therapy, or entertainment. Ideally, people should be able to perceive and behave in such IVEs as naturally and effectively as in real environments --- especially if real-world transfer is desired. Being inherently mobile species, enabling natural spatial orientation and cognition in IVEs is essential. Here, we investigated whether seeing a virtual environment has a similar effect on our spatial cognition and mental spatial representation as a comparable real-world stimulus does -- if it does not, how could we assume real-world transfer?","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"10 1","pages":"131"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84340071","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}
Matthew D. Calderwood, Jonathan W. Kelly, T. McNamara, Bobby Bodenheimer
Desktop virtual reality (VR) provides a more economical and ubiquitous way to present virtual reality to people, at the cost of a significant amount of immersion. Our study explores the addition of a low-cost head-tracking system to a desktop VR system and its impact on spatial cognition. The head-tracking system is used to provide a more 3D-like interface to VR by providing parallax and allowing user access to a larger visual field than is provided by the limited viewing angle of the display monitor. Such an interface, while not providing a full set of vestibular cues, may provide enough additional information to improve spatial learning.
{"title":"Adding head tracking to desktop virtual reality with the Wii remote as an aid to spatial cognition","authors":"Matthew D. Calderwood, Jonathan W. Kelly, T. McNamara, Bobby Bodenheimer","doi":"10.1145/1620993.1621019","DOIUrl":"https://doi.org/10.1145/1620993.1621019","url":null,"abstract":"Desktop virtual reality (VR) provides a more economical and ubiquitous way to present virtual reality to people, at the cost of a significant amount of immersion. Our study explores the addition of a low-cost head-tracking system to a desktop VR system and its impact on spatial cognition. The head-tracking system is used to provide a more 3D-like interface to VR by providing parallax and allowing user access to a larger visual field than is provided by the limited viewing angle of the display monitor. Such an interface, while not providing a full set of vestibular cues, may provide enough additional information to improve spatial learning.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"62 1","pages":"125"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90798104","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}
Distances are systematically underestimated in the virtual environments. In this work we explore the possibility of shifting the angular the angular declination from the horizon as a way of manipulating perceived distances in a head-mounted display (HMD). We find that shifting the horizon upward 11.5° upward does not have an effect on distance perception. Blind walking tasks at 1.5m, 2.5m, 3.5m, 4.5m and 5.5m show an overestimation of perceived distances less than 2.5m and an underestimation of perceived distances greater than 3.5m. Absolute distance and errors in estimating distance are linearly related.
{"title":"Distance perception in virtual environments: a closer look at the horizon and the error","authors":"B. Sanders, T. Rasor, G. Narasimham","doi":"10.1145/1620993.1620995","DOIUrl":"https://doi.org/10.1145/1620993.1620995","url":null,"abstract":"Distances are systematically underestimated in the virtual environments. In this work we explore the possibility of shifting the angular the angular declination from the horizon as a way of manipulating perceived distances in a head-mounted display (HMD). We find that shifting the horizon upward 11.5° upward does not have an effect on distance perception. Blind walking tasks at 1.5m, 2.5m, 3.5m, 4.5m and 5.5m show an overestimation of perceived distances less than 2.5m and an underestimation of perceived distances greater than 3.5m. Absolute distance and errors in estimating distance are linearly related.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"38 1","pages":"7-10"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79279105","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}
We report on an experiment designed to examine the effect of type and size of projection textures on the ability of human subjects to correctly estimate the surface normal on each of two terrain-like layered surfaces. Normal estimation was determined by the ability to correctly orient a probe so that it is aligned with the normal local to the surface to which it is attached. All presentations were optimized for layered surface viewing, being displayed on a high resolution stereoscope and with a rocking motion to provide motion cues. Three texture types were examined, each at both coarse and fine scales. One texture consisted of random dots, containing no consistent structural pattern. The other two texture types provided structure in two orthogonal directions, with one being a regular square grid, and the other parallel hatch marks arranged in ranks to form perceptual lines orthogonal to the hatches. The experiment demonstrates that structured patterns, indicating shape in two orthogonal directions, are superior to random dots. Using a grid on the bottom layer significantly improves perception of the bottom surface. However, between grids and hatches, there is no other statistically significant evidence that using differing texture type or scale across the two surfaces enhances the ability to estimate shape.
{"title":"Factors influencing the choice of projection textures for displaying layered surfaces","authors":"A. Bair, D. House, C. Ware","doi":"10.1145/1620993.1621014","DOIUrl":"https://doi.org/10.1145/1620993.1621014","url":null,"abstract":"We report on an experiment designed to examine the effect of type and size of projection textures on the ability of human subjects to correctly estimate the surface normal on each of two terrain-like layered surfaces. Normal estimation was determined by the ability to correctly orient a probe so that it is aligned with the normal local to the surface to which it is attached. All presentations were optimized for layered surface viewing, being displayed on a high resolution stereoscope and with a rocking motion to provide motion cues. Three texture types were examined, each at both coarse and fine scales. One texture consisted of random dots, containing no consistent structural pattern. The other two texture types provided structure in two orthogonal directions, with one being a regular square grid, and the other parallel hatch marks arranged in ranks to form perceptual lines orthogonal to the hatches. The experiment demonstrates that structured patterns, indicating shape in two orthogonal directions, are superior to random dots. Using a grid on the bottom layer significantly improves perception of the bottom surface. However, between grids and hatches, there is no other statistically significant evidence that using differing texture type or scale across the two surfaces enhances the ability to estimate shape.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"31 1","pages":"101-108"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80798682","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}
In this paper, we present a perceptual experiment whose results aid the creation of non-photorealistic rendering (NPR) styles which can positively affect user task performance in real-time scenes. In a visual search task designed to test people's perception of abstracted scenes, different types of stylisation are used to investigate how reaction times can be affected. We show how NPR techniques compare against non-stylised renderings, compare the effectiveness of different styles, determine how varying each style can affect performance and investigate how these styles perform with objects of varying complexity. The results show that NPR can be a useful tool for increasing the saliency of target objects while reducing the visual impact of the rest of the scene. However, it is also shown that the success of each style depends largely on the scene context and also on the level of stylisation used. We believe the results from this study can help in the creation of effective NPR styles in the future. Supplementary material can be found at http://isg.cs.tcd.ie/skrbal/redmond/.
{"title":"Investigating the effect of real-time stylisation techniques on user task performance","authors":"Niall Redmond, J. Dingliana","doi":"10.1145/1620993.1621017","DOIUrl":"https://doi.org/10.1145/1620993.1621017","url":null,"abstract":"In this paper, we present a perceptual experiment whose results aid the creation of non-photorealistic rendering (NPR) styles which can positively affect user task performance in real-time scenes. In a visual search task designed to test people's perception of abstracted scenes, different types of stylisation are used to investigate how reaction times can be affected. We show how NPR techniques compare against non-stylised renderings, compare the effectiveness of different styles, determine how varying each style can affect performance and investigate how these styles perform with objects of varying complexity. The results show that NPR can be a useful tool for increasing the saliency of target objects while reducing the visual impact of the rest of the scene. However, it is also shown that the success of each style depends largely on the scene context and also on the level of stylisation used. We believe the results from this study can help in the creation of effective NPR styles in the future. Supplementary material can be found at http://isg.cs.tcd.ie/skrbal/redmond/.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"140 1","pages":"121-124"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77630797","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}
Causal relationships are inherent in the world around us and are intrinsic to our decision making process. Michotte's Theory of Ampliation suggests that the perception of causality can be enhanced under appropriate spatiotemporal conditions. We extended this theory and proposed that simple static and animated designs, based on structural and temporal rules, enable the perception of complex causal semantics, such as additive, mediated, and bidirectional causalities. Results of our experiment showed that participants were ~5% more accurate and ~8% faster with the animations, than with the static representations. Overall our results show that animations that are designed based on perceptual rules assist the comprehension of complex causal relations.
{"title":"Analyzing animated representations of complex causal semantics","authors":"Nivedita R. Kadaba, Pourang Irani, Jason Leboe","doi":"10.1145/1620993.1621009","DOIUrl":"https://doi.org/10.1145/1620993.1621009","url":null,"abstract":"Causal relationships are inherent in the world around us and are intrinsic to our decision making process. Michotte's Theory of Ampliation suggests that the perception of causality can be enhanced under appropriate spatiotemporal conditions. We extended this theory and proposed that simple static and animated designs, based on structural and temporal rules, enable the perception of complex causal semantics, such as additive, mediated, and bidirectional causalities. Results of our experiment showed that participants were ~5% more accurate and ~8% faster with the animations, than with the static representations. Overall our results show that animations that are designed based on perceptual rules assist the comprehension of complex causal relations.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"77 1","pages":"77-84"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81114288","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}
Popping is a major source of visual artifacts in dynamic scenes. To alleviate or avoid it, usually some temporal smoothing scheme is employed or levels of detail are chosen conservatively based on geometric deviation measures. In this paper, we consider the actual perceptibility of popping artifacts and its prediction. We first discuss several issues affecting popping perception, pointing out its complexity. Introducing some simplifying assumptions, we then present a practical perceptually-motivated predictor for popping. It makes heavy use of a spatio-velocity color vision model and aggregates the model output in a novel and useful way. We demonstrate the predictor's application to concrete examples, and discuss a conducted user study which indicates the validity of our approach.
{"title":"On predicting visual popping in dynamic scenes","authors":"Michael Schwarz, M. Stamminger","doi":"10.1145/1620993.1621012","DOIUrl":"https://doi.org/10.1145/1620993.1621012","url":null,"abstract":"Popping is a major source of visual artifacts in dynamic scenes. To alleviate or avoid it, usually some temporal smoothing scheme is employed or levels of detail are chosen conservatively based on geometric deviation measures. In this paper, we consider the actual perceptibility of popping artifacts and its prediction. We first discuss several issues affecting popping perception, pointing out its complexity. Introducing some simplifying assumptions, we then present a practical perceptually-motivated predictor for popping. It makes heavy use of a spatio-velocity color vision model and aggregates the model output in a novel and useful way. We demonstrate the predictor's application to concrete examples, and discuss a conducted user study which indicates the validity of our approach.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"2012 1","pages":"93-100"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86369897","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}
Sonja Lehtinen, C. Cheung, A. Pelah, J. Cameron, Joan Lasenby
Human locomotion is known to be influenced by observation of another person's gait. For example, athletes often synchronize their step in long distance races. However, how interaction with a virtual runner affects the gait of a real runner has not been studied. We investigated this by creating an illusion of running behind a virtual model (VM) using a treadmill and large screen virtual environment showing a video of a VM. We looked at step synchronization between the real and virtual runner and at the role of the step frequency (SF) in the real runner's perception of VM speed. We found that subjects match VM SF when asked to match VM speed with their own (Figure 1). This indicates step synchronization may be a strategy of speed matching or speed perception. Subjects chose higher speeds when VM SF was higher (though VM was 12km/h in all videos). This effect was more pronounced when the speed estimate was rated verbally while standing still. (Figure 2). This may due to correlated physical activity affecting the perception of VM speed [Jacobs et al. 2005]; or step synchronization altering the subjects' perception of self speed [Durgin et al. 2007]. Our findings indicate that third person activity in a collaborative virtual locomotive environment can have a pronounced effect on an observer's gait activity and their perceptual judgments of the activity of others: the SF of others (virtual or real) can potentially influence one's perception of self speed and lead to changes in speed and SF. A better understanding of the underlying mechanisms would support the design of more compelling virtual trainers and may be instructive for competitive athletics in the real world.
人们知道,观察他人的步态会影响人类的运动。例如,运动员在长距离比赛中经常同步他们的步伐。然而,与虚拟跑步者的互动如何影响真实跑步者的步态尚未得到研究。我们通过使用跑步机和显示虚拟机视频的大屏幕虚拟环境创建一个在虚拟模型(VM)后面运行的错觉来研究这个问题。我们研究了真实跑步者和虚拟跑步者之间的步数同步,以及步数频率(SF)在真实跑步者对虚拟速度的感知中的作用。我们发现,当被要求将虚拟机的速度与自己的速度相匹配时,受试者会匹配虚拟机的速度(图1)。这表明步长同步可能是一种速度匹配或速度感知策略。当虚拟机SF更高时,受试者选择了更高的速度(尽管所有视频中的虚拟机都是12km/h)。在静止不动的情况下口头评估速度时,这种效果更为明显。(图2)。这可能是由于相关的体力活动影响了虚拟机速度的感知[Jacobs et al. 2005];或者步伐同步改变了被试对自我速度的感知[Durgin et al. 2007]。我们的研究结果表明,协作虚拟机车环境中的第三人活动可以对观察者的步态活动和他们对他人活动的感知判断产生显著影响:他人(虚拟或真实)的顺势可以潜在地影响一个人对自身速度的感知,并导致速度和顺势的变化。对潜在机制的更好理解将有助于设计更引人注目的虚拟训练器,并可能对现实世界中的竞技体育具有指导意义。
{"title":"Step synchronization and third person speed perception in virtual environment locomotion simulators","authors":"Sonja Lehtinen, C. Cheung, A. Pelah, J. Cameron, Joan Lasenby","doi":"10.1145/1620993.1621029","DOIUrl":"https://doi.org/10.1145/1620993.1621029","url":null,"abstract":"Human locomotion is known to be influenced by observation of another person's gait. For example, athletes often synchronize their step in long distance races. However, how interaction with a virtual runner affects the gait of a real runner has not been studied. We investigated this by creating an illusion of running behind a virtual model (VM) using a treadmill and large screen virtual environment showing a video of a VM. We looked at step synchronization between the real and virtual runner and at the role of the step frequency (SF) in the real runner's perception of VM speed.\u0000 We found that subjects match VM SF when asked to match VM speed with their own (Figure 1). This indicates step synchronization may be a strategy of speed matching or speed perception.\u0000 Subjects chose higher speeds when VM SF was higher (though VM was 12km/h in all videos). This effect was more pronounced when the speed estimate was rated verbally while standing still. (Figure 2). This may due to correlated physical activity affecting the perception of VM speed [Jacobs et al. 2005]; or step synchronization altering the subjects' perception of self speed [Durgin et al. 2007].\u0000 Our findings indicate that third person activity in a collaborative virtual locomotive environment can have a pronounced effect on an observer's gait activity and their perceptual judgments of the activity of others: the SF of others (virtual or real) can potentially influence one's perception of self speed and lead to changes in speed and SF. A better understanding of the underlying mechanisms would support the design of more compelling virtual trainers and may be instructive for competitive athletics in the real world.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"24 1","pages":"135"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87407186","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}