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The cognitive impact of head tracking latency in immersive simulations 沉浸式模拟中头部跟踪延迟的认知影响
Giorgos Papadakis, K. Mania
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.
本研究提出一种具有最小追踪延迟的沉浸式虚拟环境(VE)。随后,我们通过研究潜伏期对空间认知、意识状态和心理意象的影响,量化了头部追踪潜伏期对认知的影响。对延迟的感知敏感性的量化和对感知和控制VE延迟的机制的描述对于指导系统对策(如预测补偿)至关重要。
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引用次数: 0
Visualizations for locomotor learning with real time feedback in VR 在VR中实时反馈运动学习的可视化
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。
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引用次数: 2
Is seeing a virtual environment like seeing the real thing? 看虚拟环境和看真实环境一样吗?
Dinara Moura, B. Riecke
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?
沉浸式虚拟环境(IVE)越来越多地用于实验心理学等基础研究和训练、恐惧症治疗或娱乐等应用。理想情况下,人们应该能够在这样的虚拟环境中像在真实环境中一样自然而有效地感知和行为——尤其是在需要真实世界迁移的情况下。作为一种天生可移动的物种,人工智能具有自然的空间定位和认知能力是必不可少的。在这里,我们调查了看到虚拟环境是否对我们的空间认知和心理空间表征有类似的影响,就像现实世界的刺激一样——如果没有,我们怎么能假设现实世界的转移?
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引用次数: 2
Adding head tracking to desktop virtual reality with the Wii remote as an aid to spatial cognition 通过Wii遥控器将头部跟踪添加到桌面虚拟现实中,以辅助空间认知
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.
桌面虚拟现实(VR)提供了一种更经济、更普遍的方式来向人们展示虚拟现实,但代价是大量的沉浸感。我们的研究探讨了在桌面VR系统中添加低成本头部跟踪系统及其对空间认知的影响。头部跟踪系统通过提供视差和允许用户访问比显示器有限视角提供的更大的视野,为VR提供更类似3d的界面。这样的界面虽然不能提供完整的前庭提示,但可以提供足够的额外信息来提高空间学习能力。
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引用次数: 3
Distance perception in virtual environments: a closer look at the horizon and the error 虚拟环境中的距离感知:更近距离地观察地平线和误差
B. Sanders, T. Rasor, G. Narasimham
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.
在虚拟环境中,距离被系统性地低估了。在这项工作中,我们探索了在头戴式显示器(HMD)中改变角度的可能性,作为操纵感知距离的一种方式。我们发现,将地平线向上移动11.5°对距离感知没有影响。1.5m、2.5m、3.5m、4.5m和5.5m盲行任务对2.5m以下的感知距离高估,对3.5m以上的感知距离低估。绝对距离和估计距离误差是线性相关的。
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引用次数: 16
Factors influencing the choice of projection textures for displaying layered surfaces 影响显示分层表面的投影纹理选择的因素
A. Bair, D. House, C. Ware
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.
我们报告了一项实验,旨在检查投影纹理的类型和大小对人类受试者正确估计两个类地形分层表面表面法线的能力的影响。法向估计是由正确定位探针的能力决定的,使其与附着表面的法向局部对齐。所有演示都针对分层表面观看进行了优化,在高分辨率立体镜上显示,并通过摇摆运动提供运动线索。检测了三种纹理类型,每种都在粗和细尺度上。一种纹理由随机的点组成,不包含一致的结构模式。另外两种纹理类型在两个正交的方向上提供结构,其中一种是规则的方形网格,另一种是平行的舱口标记,排列成与舱口正交的感知线。实验表明,在两个正交方向上显示形状的结构化图案优于随机点。在底层使用网格可以显著改善底层表面的感知。然而,在网格和舱口之间,没有其他统计上显著的证据表明,在两个表面上使用不同的纹理类型或比例可以增强估计形状的能力。
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引用次数: 8
Investigating the effect of real-time stylisation techniques on user task performance 调查实时程式化技术对用户任务性能的影响
Niall Redmond, J. Dingliana
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/.
在本文中,我们提出了一个感知实验,其结果有助于创建非真实感渲染(NPR)风格,这可以积极影响实时场景中的用户任务性能。在一项旨在测试人们对抽象场景感知的视觉搜索任务中,不同类型的程式化被用来研究反应时间是如何受到影响的。我们展示了NPR技术如何与非风格化渲染进行比较,比较不同风格的有效性,确定每种风格的变化如何影响性能,并研究这些风格如何在不同复杂性的对象上执行。结果表明,NPR可以是一个有用的工具,增加目标物体的显著性,同时减少对场景其余部分的视觉影响。然而,它也表明,每种风格的成功在很大程度上取决于场景背景,也取决于所用的风格化水平。我们相信这项研究的结果可以帮助在未来创造有效的NPR风格。补充资料可在http://isg.cs.tcd.ie/skrbal/redmond/找到。
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引用次数: 9
Analyzing animated representations of complex causal semantics 分析复杂因果语义的动画表示
Nivedita R. Kadaba, Pourang Irani, Jason Leboe
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.
因果关系在我们周围的世界中是固有的,也是我们决策过程的内在因素。Michotte的放大理论表明,在适当的时空条件下,因果关系的感知可以得到增强。我们扩展了这一理论,并提出基于结构和时间规则的简单静态和动画设计能够感知复杂的因果语义,如加法、中介和双向因果关系。实验结果表明,与静态表征相比,动画表征的准确率提高了约5%,速度提高了约8%。总的来说,我们的研究结果表明,基于感知规则设计的动画有助于理解复杂的因果关系。
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引用次数: 5
On predicting visual popping in dynamic scenes 预测动态场景中的视觉弹出
Michael Schwarz, M. Stamminger
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.
弹出是动态场景中视觉伪影的主要来源。为了减轻或避免这种情况,通常采用一些时间平滑方案或基于几何偏差度量保守地选择细节级别。在本文中,我们考虑了弹出伪影的实际可感知性及其预测。我们首先讨论影响弹出感知的几个问题,指出其复杂性。引入一些简化的假设,然后我们提出了一个实用的感知动机预测器。它大量使用了空间-速度色觉模型,并以一种新颖实用的方式对模型输出进行聚合。我们演示了预测器在具体示例中的应用,并讨论了进行的用户研究,这表明了我们的方法的有效性。
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引用次数: 22
Step synchronization and third person speed perception in virtual environment locomotion simulators 虚拟环境运动模拟器中的步进同步与第三人称速度感知
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。
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引用次数: 0
期刊
Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization
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