Nicholas T. Swafford, Jose A. Iglesias-Guitian, Charalampos Koniaris, Bochang Moon, D. Cosker, Kenny Mitchell
{"title":"User, metric, and computational evaluation of foveated rendering methods","authors":"Nicholas T. Swafford, Jose A. Iglesias-Guitian, Charalampos Koniaris, Bochang Moon, D. Cosker, Kenny Mitchell","doi":"10.1145/2931002.2931011","DOIUrl":"https://doi.org/10.1145/2931002.2931011","url":null,"abstract":"Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost) while still maintaining the user's perception of a full quality render. We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks. Additionally, we contribute a new metric for perceptual foveated rendering quality building on HDR-VDP2 that, unlike traditional metrics, considers the loss of fidelity in peripheral vision by lowering the contrast sensitivity of the model with visual eccentricity based on the Cortical Magnification Factor (CMF). The new metric is parameterized on user-test data generated in this study. Finally, we run our metric on a novel foveated rendering method for real-time immersive 360° content with motion parallax.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123047710","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}
{"title":"Need a hand?: how appearance affects the virtual hand illusion","authors":"Lorraine Lin, S. Jörg","doi":"10.1145/2931002.2931006","DOIUrl":"https://doi.org/10.1145/2931002.2931006","url":null,"abstract":"How does the appearance of a virtual hand affect own-body perception? Previous studies have compared either two or three hand models at a time, with their appearances limited to realistic hands and abstract or simple objects. To investigate the effects of different realisms, render styles, and sensitivities to pain on the virtual hand illusion (VHI), we conduct two studies in which participants take on controllable hand models with six distinct appearances. We collect questionnaire data and comments regarding responses to impacts and threats to assess differences in the strength of the VHI. Our findings indicate that an illusion can be created for any model for some participants, but that the effect is perceived weakest for a non-anthropomorphic block model and strongest for a realistic human hand model in direct comparison. We furthermore find that the responses to our experiments highly vary between participants.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134349118","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}
{"title":"Learning movements from a virtual instructor","authors":"Jasper LaFortune, Kristen L. Macuga","doi":"10.1145/2931002.2948722","DOIUrl":"https://doi.org/10.1145/2931002.2948722","url":null,"abstract":"We examined the effects of perspective (first person versus third person) and immersion (immersive versus nonimmersive) on motor learning in order to assess the format of action representations. Participants viewed the instructor from either a first or a third person perspective. During immersive conditions, they wore a 6 DoF-tracked head-mounted display, as in Figure 1(a). For nonimmersive conditions, they viewed a computer monitor, as in Figure 1(b). We also evaluated whether these effects were modulated by experience. Experienced dancers and novices practiced dances by imitating a virtual instructor and then subsequently had to perform the dances from memory without an instructor present, following a delay. Accuracy for both practice and test trials was video coded. In line with theoretical models of motor learning, mean accuracy increased with successive trials in accordance with the power law of practice. First person perspective formats led to better accuracy, but immersive formats did not, as shown in Figure 2. Experienced dancers were more accurate than novices, but format did not interact with experience. These results suggest that during learning, individuals across experience levels represent complex actions in first person perspective, and that virtual instruction does not require immersion to be effective.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127696046","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}
Daniel Simon, S. Sridharan, Shagan Sah, R. Ptucha, Christopher Kanan, Reynold J. Bailey
{"title":"Automatic scanpath generation with deep recurrent neural networks","authors":"Daniel Simon, S. Sridharan, Shagan Sah, R. Ptucha, Christopher Kanan, Reynold J. Bailey","doi":"10.1145/2931002.2948726","DOIUrl":"https://doi.org/10.1145/2931002.2948726","url":null,"abstract":"Many computer vision algorithms are biologically inspired and designed based on the human visual system. Convolutional neural networks (CNNs) are similarly inspired by the primary visual cortex in the human brain. However, the key difference between current visual models and the human visual system is how the visual information is gathered and processed. We make eye movements to collect information from the environment for navigation and task performance. We also make specific eye movements to important regions in the stimulus to perform the task-at-hand quickly and efficiently. Researchers have used expert scanpaths to train novices for improving the accuracy of visual search tasks. One of the limitations of such a system is that we need an expert to examine each visual stimuli beforehand to generate the scanpaths. In order to extend the idea of gaze guidance to a new unseen stimulus, there is a need for a computational model that can automatically generate expert-like scanpaths. We propose a model for automatic scanpath generation using a convolutional neural network (CNN) and long short-term memory (LSTM) modules. Our model uses LSTMs due to the temporal nature of eye movement data (scanpaths) where the system makes fixation predictions based on previous locations examined.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116638468","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}
{"title":"Perceptual constancy of mechanical properties of cloth under variation of external forces","authors":"Wenyan Bi, Bei Xiao","doi":"10.1145/2931002.2931016","DOIUrl":"https://doi.org/10.1145/2931002.2931016","url":null,"abstract":"Deformable objects such as cloth exhibit their mechanical properties (e.g. stiffness) through shape deformation over time under external forces. Mechanical properties are important because they tell us the affordance of the object and helps us predict what type of action can be done upon it. Previous research shows that motion statistics can be used to develop computer vision algorithms to estimate mechanical properties of cloth under an unknown wind force. It is unclear what motion cues human use to estimate mechanical properties. Estimating mechanical properties is difficult because both the intrinsic properties of the fabric and the external force contribute to the apparent motion of the fabric. However, in order to achieve invariant material perception, the visual system needs to discount the effects of external force. In this paper, we investigate whether humans have an invariant representation of mechanical properties of fabrics under varying external forces in dynamic scenes. Then we study what visual cues allow humans to achieve this perceptual constancy. The stimuli are animated videos containing a hanging fabric moving under oscillating wind. We vary both intrinsic mechanical properties such as mass and stiffness of the cloth as well as the strength of the wind force. We discuss our results in the context of optical flow statistics. This advances the current understanding of the role of motion in perception of material properties in dynamic scenes.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131762143","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}
Jan Ondřej, Cathy Ennis, N. Merriman, C. O'Sullivan
{"title":"FrankenFolk: distinctiveness and attractiveness of voice and motion","authors":"Jan Ondřej, Cathy Ennis, N. Merriman, C. O'Sullivan","doi":"10.1145/2931002.2963132","DOIUrl":"https://doi.org/10.1145/2931002.2963132","url":null,"abstract":"It is common practice in movies and games to use different actors for the voice and body/face motion of a virtual character. What effect does the combination of these different modalities have on the perception of the viewer? In this article, we conduct a series of experiments to evaluate the distinctiveness and attractiveness of human motions (face and body) and voices. We also create combination characters called FrankenFolks, where we mix and match the voice, body motion, face motion, and avatar of different actors and ask which modality is most dominant when determining distinctiveness and attractiveness or whether the effects are cumulative.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116052582","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}
{"title":"Saliency and optical flow for gaze guidance in videos","authors":"S. Sridharan, Reynold J. Bailey","doi":"10.1145/2931002.2948725","DOIUrl":"https://doi.org/10.1145/2931002.2948725","url":null,"abstract":"Computer-based gaze guidance techniques have important applications in computer graphics, data visualization, image analysis, and training. Bailey et al. [2009] showed that it is possible to influence exactly where attention is allocated using a technique called Subtle Gaze Direction (SGD). The SGD approach combines eye tracking with brief image-space modulations in the peripheral regions of the field of view to guide viewer gaze about a scene. A fast eye-tracker is used to monitor gaze in real-time and the modulations are terminated before they can be scrutinized by the viewer's high acuity foveal vision. The SGD technique has been shown to improve spatial learning, visual search task performance, and problem solving in static digital imagery [Sridharan et al. 2012]. However, guiding attention in videos is challenging due to competing motion cues in the visual stimuli. We propose a novel method that uses scene saliency (spatial information) and optical flow (temporal information) to enable gaze guidance in dynamic scenes. The results of a user study show that the accuracy of responses to questions related to target regions in videos was higher among subjects who were gaze guided with our approach compared to a control group that was not actively guided.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133660231","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}
{"title":"Exploring users' perceived activities in a sketch-based intelligent tutoring system through eye movement data","authors":"Purnendu Kaul, Vijay Rajanna, T. Hammond","doi":"10.1145/2931002.2948727","DOIUrl":"https://doi.org/10.1145/2931002.2948727","url":null,"abstract":"Intelligent tutoring systems (ITS) empower instructors to make teaching more engaging by providing a platform to tutor, deliver learning material, and to assess students' progress. Despite the advantages, existing ITS do not automatically assess how students engage in problem solving? How do they perceive various activities? and How much time they spend on each activity leading to the solution? In this research, we present an eye tracking framework that, based on eye movement data, can assess students' perceived activities and overall engagement in a sketch based Intelligent tutoring system, \"Mechanix\" [Valentine et al. 2012]. Based on an evaluation involving 21 participants, we present the key eye movement features, and demonstrate the potential of leveraging eye movement data to recognize students' perceived activities, \"reading, gazing at an image, and problem solving,\" with an accuracy of 97.12%.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123945147","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}
{"title":"The perception of symmetry in the moving image: multi-level computational analysis of cinematographic scene structure and its visual reception","authors":"Jakob Suchan, M. Bhatt, Stella X. Yu","doi":"10.1145/2931002.2948721","DOIUrl":"https://doi.org/10.1145/2931002.2948721","url":null,"abstract":"This research is driven by visuo-spatial perception focussed cognitive film studies, where the key emphasis is on the systematic study and generation of evidence that can characterise and establish correlates between principles for the synthesis of the moving image, and its cognitive (e.g., embodied visuo-auditory, emotional) recipient effects on observers [Suchan and Bhatt 2016b; Suchan and Bhatt 2016a]. Within this context, we focus on the case of \"symmetry\" in the cinematographic structure of the moving image, and propose a multi-level model of interpreting symmetric patterns therefrom. This provides the foundation for integrating scene analysis with the analysis of its visuo-spatial perception based on eye-tracking data. This is achieved by the integration of: computational semantic interpretation of the scene [Suchan and Bhatt 2016b] ---involving scene objects (people, objects in the scene), cinematographic aids (camera movement, shot types, cuts and scene structure)--- and perceptual artefacts (fixations, saccades, scan-path, areas of attention).","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"02 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127451133","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}
M. Mikamo, Kotaro Mori, B. Raytchev, Toru Tamaki, K. Kaneda
{"title":"Binocular tone reproduction display for an HDR panorama image","authors":"M. Mikamo, Kotaro Mori, B. Raytchev, Toru Tamaki, K. Kaneda","doi":"10.1145/2931002.2947702","DOIUrl":"https://doi.org/10.1145/2931002.2947702","url":null,"abstract":"In virtual reality (VR) applications, it is often required to display a surrounding scenery with a high dynamic range (HDR) of luminance to a binocular display device such as an Oculus Rift. A surrounding scenery of an outdoor environment usually includes both bright regions, such as a sunny place and a clear sky, and dark regions, such as a shadow area. The dynamic range of the luminances between bright and dark regions are quite large.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"30 19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124388329","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}