Proceedings of the ACM Symposium on Applied Perception最新文献

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Enhancing stress management techniques using virtual reality 利用虚拟现实增强压力管理技术
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2016-07-22 DOI: 10.1145/2931002.2931017
F. Soyka, Markus Leyrer, Joe Smallwood, Chris Ferguson, B. Riecke, B. Mohler
{"title":"Enhancing stress management techniques using virtual reality","authors":"F. Soyka, Markus Leyrer, Joe Smallwood, Chris Ferguson, B. Riecke, B. Mohler","doi":"10.1145/2931002.2931017","DOIUrl":"https://doi.org/10.1145/2931002.2931017","url":null,"abstract":"Chronic stress is one of the major problems in our current fast paced society. The body reacts to environmental stress with physiological changes (e.g. accelerated heart rate), increasing the activity of the sympathetic nervous system. Normally the parasympathetic nervous system should bring us back to a more balanced state after the stressful event is over. However, nowadays we are often under constant pressure, with a multitude of stressful events per day, which can result in us constantly being out of balance. This highlights the importance of effective stress management techniques that are readily accessible to a wide audience. In this paper we present an exploratory study investigating the potential use of immersive virtual reality for relaxation with the purpose of guiding further design decisions, especially about the visual content as well as the interactivity of virtual content. Specifically, we developed an underwater world for head-mounted display virtual reality. We performed an experiment to evaluate the effectiveness of the underwater world environment for relaxation, as well as to evaluate if the underwater world in combination with breathing techniques for relaxation was preferred to standard breathing techniques for stress management. The underwater world was rated as more fun and more likely to be used at home than a traditional breathing technique, while providing a similar degree of relaxation.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"15 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":"125584413","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}
引用次数: 43
Depth from HDR: depth induction or increased realism? 来自HDR的深度:深度诱导还是增强真实感?
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628258
P. Vangorp, Rafał K. Mantiuk, B. Bazyluk, K. Myszkowski, R. Mantiuk, S. Watt, H. Seidel
{"title":"Depth from HDR: depth induction or increased realism?","authors":"P. Vangorp, Rafał K. Mantiuk, B. Bazyluk, K. Myszkowski, R. Mantiuk, S. Watt, H. Seidel","doi":"10.1145/2628257.2628258","DOIUrl":"https://doi.org/10.1145/2628257.2628258","url":null,"abstract":"Many people who first see a high dynamic range (HDR) display get the impression that it is a 3D display, even though it does not produce any binocular depth cues. Possible explanations of this effect include contrast-based depth induction and the increased realism due to the high brightness and contrast that makes an HDR display \"like looking through a window\". In this paper we test both of these hypotheses by comparing the HDR depth illusion to real binocular depth cues using a carefully calibrated HDR stereoscope. We confirm that contrast-based depth induction exists, but it is a vanishingly weak depth cue compared to binocular depth cues. We also demonstrate that for some observers, the increased contrast of HDR displays indeed increases the realism. However, it is highly observer-dependent whether reduced, physically correct, or exaggerated contrast is perceived as most realistic, even in the presence of the real-world reference scene. Similarly, observers differ in whether reduced, physically correct, or exaggerated stereo 3D is perceived as more realistic. To accommodate the binocular depth perception and realism concept of most observers, display technologies must offer both HDR contrast and stereo personalization.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126024862","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}
引用次数: 14
Pointing from a third person avatar location: does dynamic feedback help? 从第三人称角色位置指向:动态反馈是否有帮助?
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628272
S. Satyavolu, Sarah H. Creem-Regehr, Jeanine K. Stefanucci, W. Thompson
{"title":"Pointing from a third person avatar location: does dynamic feedback help?","authors":"S. Satyavolu, Sarah H. Creem-Regehr, Jeanine K. Stefanucci, W. Thompson","doi":"10.1145/2628257.2628272","DOIUrl":"https://doi.org/10.1145/2628257.2628272","url":null,"abstract":"The use of third-person self-avatars has become common in non-immersive virtual environments, due in part to the advantages of seeing a full body while moving around in space. However, little research has investigated how third-person self-avatars can benefit task performance in immersive virtual environments (IVEs). This paper explores a procedure that may enhance user ability to act in an IVE from the point of view of a self-avatar projected in front of the viewer. Such abilities could be crucial in applications such as remote operator control, when a third person view is necessary or is the only view available. We conducted an experiment to assess the role of dynamic visual-motor and haptic feedback with a third-person avatar on a user's ability to point to remembered targets from the location of the avatar. The dynamic condition was compared within-subjects to a static condition in which the user's movements were not tracked with the avatar but the same task was required. Overall, participants were relatively good at pointing to targets from the location of the avatar. However, participants in the dynamic condition showed pointing performance that corresponded more closely to the avatar's location than was the case in the static condition. Subjective reports of bodily self-perception were also included and showed increased self-identification, presence, and agency in the dynamic compared to the static condition.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125438017","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}
引用次数: 7
Gaze3D: framework for gaze analysis on 3D reconstructed scenes Gaze3D:用于三维重构场景凝视分析的框架
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628274
Thomas Booth, S. Sridharan, Vasudev Bethamcherla, Reynold J. Bailey
{"title":"Gaze3D: framework for gaze analysis on 3D reconstructed scenes","authors":"Thomas Booth, S. Sridharan, Vasudev Bethamcherla, Reynold J. Bailey","doi":"10.1145/2628257.2628274","DOIUrl":"https://doi.org/10.1145/2628257.2628274","url":null,"abstract":"An ongoing challenge with head-mounted eye-trackers is how to analyze the data from multiple individuals looking at the same scene. Our work focuses on static scenes. Previous approaches involve capturing a high resolution panorama of the scene and then mapping the fixations from all viewers onto this panorama. However such approaches are limited as they typically restrict all viewers to observe the scene from the same stationary vantage point. We present a system which incorporates user-perspective gaze data with a 3D reconstruction of the scene. The system enables the visualization of gaze data from multiple viewers on a single 3D model of the scene instead of multiple 2D panoramas. The subjects are free to move about the scene as they see fit which leads to more natural task performance. Furthermore since it is not necessary to warp the scene camera video into a flat panorama, our system preserves the relative positions of the objects in the scene during the visualization process. This gives better insight into the viewer's problem solving and search task strategies. Our system has high applicability in complex static environments such as crime scenes and marketing studies in retail stores.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122376615","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}
引用次数: 4
Rendering fine hair-like objects with Gaussian noise 用高斯噪声渲染精细的毛发状物体
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628269
Mikio Shinya, S. Nishida
{"title":"Rendering fine hair-like objects with Gaussian noise","authors":"Mikio Shinya, S. Nishida","doi":"10.1145/2628257.2628269","DOIUrl":"https://doi.org/10.1145/2628257.2628269","url":null,"abstract":"When synthesizing images of fine objects like hair, we usually adopt sub-pixel drawing techniques to improve the image quality. For this paper, we analyzed the statistical features of images of thin lines and found that the distributions of the pixel values tended to be Gaussian. A psychophysical experiment showed that images of stripes with the appropriate Gaussian noise added are perceived to be finer than the original ones. We applied this perceptional property to hair rendering and developed a fast fine hair drawing algorithm.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132123079","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}
引用次数: 0
Reducing visual discomfort of 3D stereoscopic displays with gaze-contingent depth-of-field 减少视觉不适的三维立体显示器的视线随景深
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628259
A. Duchowski, D. House, Jordan Gestring, Rui I. Wang, Krzysztof Krejtz, I. Krejtz, R. Mantiuk, B. Bazyluk
{"title":"Reducing visual discomfort of 3D stereoscopic displays with gaze-contingent depth-of-field","authors":"A. Duchowski, D. House, Jordan Gestring, Rui I. Wang, Krzysztof Krejtz, I. Krejtz, R. Mantiuk, B. Bazyluk","doi":"10.1145/2628257.2628259","DOIUrl":"https://doi.org/10.1145/2628257.2628259","url":null,"abstract":"We report on an experiment testing gaze-contingent depth-of-field (DOF) for the reduction of visual discomfort when viewing stereoscopic displays. Subjective results are compelling, showing, we believe for the first time, that gaze-contingent depth-of-field significantly reduces visual discomfort. When individual stereoacuity is taken into account, objective measurements of gaze vergence corroborate previous reports, showing significant bias toward the zero depth plane, where error is smallest. As with earlier similar attempts, participants expressed a dislike toward gaze-contingent DOF. Although not statistically significant, this dislike is likely attributed to the eye tracker's spatial inaccuracy as well as the DOF simulation's noticeable temporal lag.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130256361","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}
引用次数: 70
Perceptual evaluation of cardboarding in 3D content visualization 三维内容可视化中纸板的感性评价
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628271
Alexandre Chapiro, Olga Diamanti, Steven Poulakos, C. O'Sullivan, A. Smolic, M. Gross
{"title":"Perceptual evaluation of cardboarding in 3D content visualization","authors":"Alexandre Chapiro, Olga Diamanti, Steven Poulakos, C. O'Sullivan, A. Smolic, M. Gross","doi":"10.1145/2628257.2628271","DOIUrl":"https://doi.org/10.1145/2628257.2628271","url":null,"abstract":"A pervasive artifact that occurs when visualizing 3D content is the so-called \"cardboarding\" effect, where objects appear flat due to depth compression, with relatively little research conducted to perceptually quantify its effects. Our aim is to shed light on the subjective preferences and practical perceptual limits of stereo vision with respect to cardboarding. We present three experiments that explore the consequences of displaying simple scenes with reduced depths using both subjective ratings and adjustments and objective sensitivity metrics. Our results suggest that compressing depth to 80% or above is likely to be acceptable, whereas sensitivity to the cardboarding artifact below 30% is very high. These values could be used in practice as guidelines for commonplace depth mapping operations in 3D production pipelines.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124391879","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}
引用次数: 6
Does render style affect perception of personality in virtual humans? 渲染风格会影响虚拟人的个性感知吗?
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628270
Katja Zibrek, R. Mcdonnell
{"title":"Does render style affect perception of personality in virtual humans?","authors":"Katja Zibrek, R. Mcdonnell","doi":"10.1145/2628257.2628270","DOIUrl":"https://doi.org/10.1145/2628257.2628270","url":null,"abstract":"Delivering appealing virtual characters conveying personality is becoming extremely important in the entertainment industry and beyond. A theory called the 'Uncanny Valley' has been used to describe the phenomenon that the appearance of a virtual character can contribute to negative/positive audience reactions to that character [Mori 1970]. Since the style used to render a character strongly changes the appearance, we investigate whether a difference in render style can indirectly influence audience reaction, which we measure based on perception of personality. Based on psychology research, we first scripted original character dialogues in order to convey a range of ten typical personality types. Then, a professional actor was recruited to act out these dialogues, while his face and body motion and audio were recorded. The performances were mapped onto a virtual character rendered in two styles that differ in appearance: an appealing cartoon style and unappealing ill style (Figure 1). In our experiment, participants were asked questions about the character's personality in order for us to test if the difference in render style causes differences in personality perception. Our results found an indirect effect of render style where the cartoon style was rated as having a more agreeable personality than the ill style. This result has implications for developers interested in creating appealing virtual humans, avoiding the 'Uncanny Valley' phenomenon.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131705519","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}
引用次数: 39
Alternating attention in continuous stereoscopic depth 连续立体深度的交替注意
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628260
Steven Poulakos, Gerhard Roethlin, A. Schwaninger, A. Smolic, M. Gross
{"title":"Alternating attention in continuous stereoscopic depth","authors":"Steven Poulakos, Gerhard Roethlin, A. Schwaninger, A. Smolic, M. Gross","doi":"10.1145/2628257.2628260","DOIUrl":"https://doi.org/10.1145/2628257.2628260","url":null,"abstract":"The decoupling of eye vergence and accommodation (V/A) has been found to negatively impact depth interpretation, visual comfort and fatigue. In this paper, we explore a hypothesis that placement of visual cues within a scene can assist a viewer in the process of maintaining the V/A decoupling. This effect is demonstrated through the use of a continuous depth plane that connects spatially distinct scene elements. Our experimental design enables us to make the following three contributions: (1) We show that a continuous depth element can improve the time it takes to transition visual attention in depth. (2) We observe that the subjective assessment of fatigue emerges before we detect a quantitative decline in performance. (3) We aim to motivate that stereoscopic 3D content creators may learn scene composition, framing and montage from visual psychophysics.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"377 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128866354","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}
引用次数: 3
Minication affects action-based distance judgments in oculus rift HMDs 缩小影响眼裂头戴式显示器基于动作的距离判断
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628273
Bochao Li, Ruimin Zhang, S. Kuhl
{"title":"Minication affects action-based distance judgments in oculus rift HMDs","authors":"Bochao Li, Ruimin Zhang, S. Kuhl","doi":"10.1145/2628257.2628273","DOIUrl":"https://doi.org/10.1145/2628257.2628273","url":null,"abstract":"Distance perception is a crucial component for many virtual reality applications, and numerous studies have shown that egocentric distances are judged to be compressed in head-mounted display (HMD) systems. Geometric minification, a technique where the graphics are rendered with a field of view that larger than the HMD's field of view, is one known method of eliminating the distance compression [Kuhl et al. 2009; Zhang et al. 2012]. This study uses direct blind walking to determine how minification might impact distance judgments in the Oculus Rift HMD which has a significantly larger FOV than previous minification studies. Our results show that people were able to make accurate distance judgments in a calibrated condition and that geometric minification causes people to overestimate distances. Since this study shows that minification can impact wide FOV displays such as the Oculus, we discuss how it may be necessary to use calibration techniques which are more thorough than those described in this paper.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131258799","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}
引用次数: 31
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