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Transitional environments enhance distance perception in immersive virtual reality systems 过渡环境增强了沉浸式虚拟现实系统的距离感知能力
Frank Steinicke, G. Bruder, K. Hinrichs, M. Lappe, B. Ries, V. Interrante
Several experiments have provided evidence that ego-centric distances are perceived as compressed in immersive virtual environments relative to the real world. The principal factors responsible for this phenomenon have remained largely unknown. However, recent experiments suggest that when the virtual environment (VE) is an exact replica of a user's real physical surroundings, the person's distance perception improves. Furthermore, it has been shown that when users start their virtual reality (VR) experience in such a virtual replica and then gradually transition to a different VE, their sense of presence in the actual virtual world increases significantly. In this case the virtual replica serves as a transitional environment between the real and virtual world. In this paper we examine whether a person's distance estimation skills can be transferred from a transitional environment to a different VE. We have conducted blind walking experiments to analyze if starting the VR experience in a transitional environment can improve a person's ability to estimate distances in an immersive VR system. We found that users significantly improve their distance estimation skills when they enter the virtual world via a transitional environment.
几个实验提供的证据表明,在沉浸式虚拟环境中,相对于现实世界,以自我为中心的距离被认为是被压缩的。造成这一现象的主要因素在很大程度上仍然未知。然而,最近的实验表明,当虚拟环境(VE)是用户真实物理环境的精确复制品时,人的距离感知能力会提高。此外,有研究表明,当用户在这样的虚拟复制品中开始虚拟现实(VR)体验,然后逐渐过渡到不同的VE时,他们在实际虚拟世界中的存在感显着增加。在这种情况下,虚拟复制品充当真实世界和虚拟世界之间的过渡环境。在本文中,我们研究了一个人的距离估计技能是否可以从过渡环境转移到不同的VE。我们进行了盲走实验,以分析在过渡环境中开始VR体验是否可以提高人在沉浸式VR系统中估计距离的能力。我们发现,当用户通过过渡环境进入虚拟世界时,他们的距离估计技能显著提高。
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引用次数: 81
Display size does not affect egocentric distance perception of naturalistic stimuli 显示尺寸不影响自然刺激的自我中心距离知觉
B. Riecke, Pooya Amini Behbahani, C. Shaw
Although people are quite accurate in visually perceiving absolute egocentric distances in real environments up to 20m, they usually underestimate distances in virtual environments presented through head-mounted displays (HMDs). Several previous studies examined different potential factors, but none of these factors could convincingly explain the observed distance compressionin HMDs. In this study, we investigated the potential influence of naturalistic stimulus presentation and display size -- a factor largely overlooked in previous studies. To this end, we used an indirect blindfolded walking task to previously-seen targets. Participants viewed photos of targets located at various distances on the ground through different-sized displays (HMD, 24" monitor, and 50" screen) and walked without vision to where they thought the location of the target was. Real-world photographs were used to avoid potential artifacts of computer-graphics stimuli. Displays were positioned to provide identical fields of view (32° x 24°). Distance judgments were unexpectedly highly accurate and showed no signs of distance compression for any of the displays. Moreover, display size did not affect distance perception, and performance was virtually identical to a real world baseline, where real-world targets were viewed through 32° x 24° field of view restrictors. A careful analysis of potential underlying factors suggests that the typically-observed distance compression for HMDs might be overcome by using naturalistic real-world stimuli. This might also explain why display size did not affect distance judgments.
尽管人们在视觉上对真实环境中20米以内的绝对自我中心距离的感知相当准确,但他们通常会低估通过头戴式显示器(hmd)呈现的虚拟环境中的距离。之前的一些研究考察了不同的潜在因素,但这些因素都不能令人信服地解释hmd中观察到的距离压缩。在这项研究中,我们调查了自然刺激呈现和显示尺寸的潜在影响,这是一个在以前的研究中很大程度上被忽视的因素。为此,我们使用了一种间接的蒙眼行走任务来寻找之前看到的目标。参与者通过不同尺寸的显示器(头戴式显示器、24英寸显示器和50英寸屏幕)观看地面上不同距离目标的照片,并在没有视觉的情况下走到他们认为目标所在的位置。真实世界的照片被用来避免计算机图形刺激的潜在伪影。显示器的定位提供相同的视野(32°x 24°)。距离判断出乎意料地高度准确,没有显示任何显示的距离压缩迹象。此外,显示器尺寸不影响距离感知,性能几乎与现实世界的基线相同,在现实世界中,通过32°x 24°的视场限制器观察目标。对潜在潜在因素的仔细分析表明,典型观察到的hmd距离压缩可能通过使用自然的现实世界刺激来克服。这或许也解释了为什么显示尺寸不影响距离判断。
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引用次数: 19
An alternative selection method for pie menus: selection by borders 饼式菜单的另一种选择方法:按边框选择
Mario H. Urbina, A. Huckauf
Pie menus offer several features, which are advantageous especially for gaze control. However, one disadvantage is still that pies are usually to be selected by dwell times. An alternative is selection by borders. We compared selection by borders and selection by dwell times. Novices performed well with both, but selecting via selection borders produced lower error rates than the standard dwell time selection.
饼式菜单提供了几个功能,这些功能对凝视控制尤其有利。然而,一个缺点仍然是馅饼通常是由停留时间来选择的。另一种选择是按边界选择。我们比较了边界选择和停留时间选择。新手在这两方面的表现都很好,但通过选择边界进行选择比标准停留时间选择产生的错误率更低。
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引用次数: 0
A psychophysical study of dominant texture detection 优势纹理检测的心理物理研究
Jianye Lu, Alexandra Garr-Schultz, Julie Dorsey, H. Rushmeier
Images of everyday scenes are frequently used as input for texturing 3D models in computer graphics. Such images include both the texture desired and other extraneous information. In our previous work [Lu et al. 2009], we defined dominant texture as a large homogeneous region in an input sample image and proposed an automatic method to detect dominant textures based on diffusion distance manifolds. In this work, we explore the identification of cases where diffusion distance manifolds fail, and consider the best alternative method for such cases.
在计算机图形学中,日常场景的图像经常被用作纹理3D模型的输入。这样的图像包括所需的纹理和其他无关的信息。在我们之前的工作[Lu et al. 2009]中,我们将优势纹理定义为输入样本图像中的大型均匀区域,并提出了一种基于扩散距离流形的优势纹理自动检测方法。在这项工作中,我们探讨了扩散距离流形失效的情况的识别,并考虑了这种情况下的最佳替代方法。
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引用次数: 3
A case study evaluation: perceptually accurate textured surface models 一个案例研究评估:感知准确的纹理表面模型
G. Ward, M. Glencross
This paper evaluates a new method for capturing surfaces with variations in albedo, height, and local orientation using a standard digital camera with three flash units. Similar to other approaches, captured areas are assumed to be globally flat and largely diffuse. Fortunately, this encompasses a wide array of interesting surfaces, including most materials found in the built environment, e.g., masonry, fabrics, floor coverings, and textured paints. We present a case study of naïve subjects who found that surfaces captured with our method, when rendered under novel lighting and view conditions, were statistically indistinguishable from photographs. This is a significant improvement over previous methods, to which our results are also compared.
本文评估了一种新的方法来捕捉表面与反照率,高度和局部方向的变化使用一个标准的数码相机与三个闪光灯单元。与其他方法类似,假定捕获的区域在全球范围内是平坦的,并且大部分是分散的。幸运的是,这包含了一系列有趣的表面,包括建筑环境中的大多数材料,例如砖石、织物、地板覆盖物和有纹理的油漆。我们提出了一个案例研究naïve的主题,他们发现用我们的方法捕获的表面,当在新的照明和视图条件下渲染时,在统计上与照片无法区分。这比以前的方法有了很大的改进,我们的结果也进行了比较。
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引用次数: 6
Quality assessment of fractalized NPR textures: a perceptual objective metric 分形NPR纹理的质量评估:一个感性的客观度量
P. Bénard, J. Thollot, F. Sillion
Texture fractalization is used in many existing approaches to ensure the temporal coherence of a stylized animation. This paper presents the results of a psychological user-study evaluating the relative distortion induced by a fractalization process of typical medium textures. We perform a ranking experiment, assess the agreement among the participant and study the criteria they used. Finally we show that the average co-occurrence error is an efficient quality predictor in this context.
纹理分形在许多现有的方法中使用,以确保风格化动画的时间一致性。本文介绍了一项心理用户研究的结果,该研究评估了典型介质纹理分形过程引起的相对畸变。我们进行了一个排名实验,评估参与者之间的协议和研究他们使用的标准。最后,我们证明了平均共现误差在这种情况下是一个有效的质量预测器。
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引用次数: 15
Effects of scale change on distance perception in virtual environments 尺度变化对虚拟环境中距离感知的影响
T. Nguyen, Christine J. Ziemer, Timofey Grechkin, Benjamin Chihak, J. Plumert, J. Cremer, J. Kearney
We conducted two experiments to investigate effects of scale changes on distance perception in virtual environments. In both experiments, participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently sized environment (test). We examined two types of scale changes. In the "Tunnel Scaled" conditions, only the size of the tunnel changed from adaptation to test. In the "All Scaled" conditions, both the tunnel and target sizes changed from adaptation to test, along with the distance between the targets. Both experiments were carried out in an HMD. In the first experiment, participants made distance estimates by moving to targets via a joystick. In the "All Scaled" condition, participants overshot relative to adaptation when going from a large to a small environment, and they undershot relative to adaptation when going from a small to a large environment. We found almost no effects of scale change in either direction when only the tunnel was scaled at test. Experiment 2 was the same except that subjects made distance estimates via blindfolded walking. The pattern of results was the same, though the size of the overshoot/undershoot was attenuated. The discussion focuses on explanations for the effects of scale changes on distance estimates.
我们进行了两个实验来研究虚拟环境中尺度变化对距离感知的影响。在两个实验中,参与者首先在虚拟隧道中进行有反馈的距离估计(适应),然后在不同大小的环境中进行没有反馈的距离估计(测试)。我们研究了两种类型的尺度变化。在“隧道缩放”条件下,只有隧道的尺寸从适应到测试变化。在“全缩放”条件下,隧道和靶材的尺寸随靶材之间的距离而变化。两项实验均在HMD中进行。在第一个实验中,参与者通过操纵杆向目标移动来估计距离。在“全尺度”条件下,被试从大环境到小环境的适应能力过强,从小环境到大环境的适应能力过弱。我们发现,当试验中仅对隧道进行缩放时,尺度变化在两个方向上几乎没有影响。实验2是相同的,除了受试者通过蒙眼行走来估计距离。结果的模式是相同的,尽管超调/过调的大小有所减弱。讨论的重点是解释尺度变化对距离估计的影响。
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引用次数: 20
Video viewing preferences for HDR displays under varying ambient illumination 不同环境光照下HDR显示器的视频观看偏好
Allan G. Rempel, W. Heidrich, Hiroe Li, Rafał K. Mantiuk
Recent high dynamic range (HDR) display devices provide significantly greater output brightness and dynamic range compared to conventional display technology. A possible concern for the extended use of HDR displays is the potential to cause visual fatigue. Furthermore, ambient illumination has a significant effect on the perception of the imagery displayed, and its impact on user preferences for brightness and contrast must be understood. In our work we examine these issues by conducting two user studies. In each study, subjects watched video content on an HDR display in several different ambient illumination environments, and were asked to adjust the brightness and black level of the display to their preference. Subjects were also given questionnaires to document their observations and subjective preferences as well as any visual fatigue they may have experienced. We found that subjects experienced minimal visual fatigue, and also found statistically significant differences in preferred display settings under different ambient lighting conditions.
与传统显示技术相比,最新的高动态范围(HDR)显示设备提供了更大的输出亮度和动态范围。长时间使用HDR显示器可能会引起视觉疲劳。此外,环境照明对所显示图像的感知有显著影响,必须了解其对用户对亮度和对比度偏好的影响。在我们的工作中,我们通过进行两项用户研究来检查这些问题。在每项研究中,受试者在几个不同的环境照明环境中观看HDR显示器上的视频内容,并被要求根据自己的喜好调整显示器的亮度和黑色水平。研究对象还接受了问卷调查,以记录他们的观察结果和主观偏好,以及他们可能经历过的任何视觉疲劳。我们发现受试者经历了最小的视觉疲劳,并且在不同的环境照明条件下,在偏好的显示设置上也发现了统计学上的显著差异。
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引用次数: 51
The contributions of self-motion cues and room shape during navigation through virtual environments 在虚拟环境中导航时,自我运动线索和房间形状的贡献
Jonathan W. Kelly, Matthew D. Calderwood, T. McNamara, Bobby Bodenheimer
Spatial updating, the process of updating one's perceived orientation and location during movement, is critical to many spatial behaviors relevant to navigation. This experiment investigated the relative influences of two types of cues during spatial updating: self-motion cues and environmental shape cues. Self-motion cues by themselves are noisy and often result in cumulative spatial updating errors, and room shape cues by themselves are often ambiguous (e.g., a square room that is geometrically equivalent from four perspectives).
空间更新,即在移动过程中更新一个人感知到的方向和位置的过程,对许多与导航相关的空间行为至关重要。本实验研究了自我运动线索和环境形状线索在空间更新过程中的相对影响。自我运动线索本身是嘈杂的,经常导致累积的空间更新错误,而房间形状线索本身通常是模糊的(例如,从四个角度来看,一个正方形的房间在几何上是等效的)。
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引用次数: 1
A schema-based selective rendering framework 基于模式的选择性呈现框架
A. Zotos, K. Mania, N. Mourkoussis
Perception principles have been incorporated into rendering algorithms in order to optimize rendering computation and produce photorealistic images from a human rather than a machine point of view. In order to economize on rendering computation, selective rendering guides high level of detail to specific regions of a synthetic scene and lower quality to the remaining scene, without compromising the level of information transmitted. Scene regions that have been rendered in low and high quality can be combined to form one complete scene. Such decisions are guided by predictive attention modeling, gaze or task-based information. We propose a novel selective rendering approach which is task and gaze-independent, simulating cognitive creation of spatial hypotheses. Scene objects are rendered in varying polygon quality according to how they are associated with the context (schema) of the scene. Experimental studies in synthetic scenes have revealed that consistent objects which are expected to be found in a scene can be rendered in lower quality without affecting information uptake. Exploiting such expectations, inconsistent items which are salient require a high level of rendering detail in order for them to be perceptually acknowledged. The contribution of this paper is an innovative x3D-based selective rendering framework based on memory schemas and implemented through metadata enrichment.
感知原理已经被整合到渲染算法中,以优化渲染计算并从人类而不是机器的角度产生逼真的图像。为了节省渲染计算,选择性渲染在不影响信息传输水平的情况下,将高水平的细节引导到合成场景的特定区域,并将低质量的细节引导到剩余的场景。低质量和高质量渲染的场景区域可以组合成一个完整的场景。这些决策是由预测性注意力模型、凝视或基于任务的信息指导的。我们提出了一种新的选择性渲染方法,它是任务和凝视无关的,模拟空间假设的认知创造。根据场景对象如何与场景的上下文(模式)相关联,以不同的多边形质量渲染场景对象。合成场景中的实验研究表明,在不影响信息摄取的情况下,可以以较低的质量呈现场景中期望找到的一致对象。利用这种期望,突出的不一致项目需要高水平的渲染细节,以便它们在感知上得到承认。本文的贡献是一个创新的基于x3d的选择性呈现框架,该框架基于内存模式,并通过元数据充实实现。
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引用次数: 11
期刊
Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization
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