Proceedings of the ACM Symposium on Applied Perception最新文献

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Assessing naturalness and emotional intensity: a perceptual study of animated facial motion 评估自然和情绪强度:动画面部运动的知觉研究
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628267
Jennifer Hyde, E. Carter, S. Kiesler, J. Hodgins
{"title":"Assessing naturalness and emotional intensity: a perceptual study of animated facial motion","authors":"Jennifer Hyde, E. Carter, S. Kiesler, J. Hodgins","doi":"10.1145/2628257.2628267","DOIUrl":"https://doi.org/10.1145/2628257.2628267","url":null,"abstract":"Animated characters appear in applications for entertainment, education, and therapy. When these characters display appropriate emotions for their context, they can be particularly effective. Characters can display emotions by accurately mimicking the facial expressions and vocal cues that people display or by damping or exaggerating the emotionality of the expressions. In this work, we explored which of these strategies would be most effective for animated characters. We investigated the effects of altering the auditory and facial levels of expressiveness on emotion recognition accuracy and ratings of perceived emotional intensity and naturalness. We ran an experiment with emotion (angry, happy, sad), auditory emotion level (low, high), and facial motion magnitude (damped, unaltered, exaggerated) as within-subjects factors. Participants evaluated animations of a character whose facial motion matched that of an actress we tracked using an active appearance model. This method of tracking and animation can capture subtle facial motions in real-time, a necessity for many interactive animated characters. We manipulated auditory emotion level by asking the actress to speak sentences at varying levels, and we manipulated facial motion magnitude by exaggerating and damping the actress's spatial motion. We found that the magnitude of auditory expressiveness was positively related to emotion recognition accuracy and ratings of emotional intensity. The magnitude of facial motion was positively related to ratings of emotional intensity but negatively related to ratings of naturalness.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"97 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":"121381278","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: 18
Collaborative metaphor for haptic designation in complex 3D environments 复杂三维环境中触觉设计的协同隐喻
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628262
Adrien Girard, M. Auvray, M. Ammi
{"title":"Collaborative metaphor for haptic designation in complex 3D environments","authors":"Adrien Girard, M. Auvray, M. Ammi","doi":"10.1145/2628257.2628262","DOIUrl":"https://doi.org/10.1145/2628257.2628262","url":null,"abstract":"Designating targets, such as elementary primitives (e.g., vertices, edges and faces) or complex objects (e.g., 3D objects and structures), to a partner in Collaborative Virtual Environments is a real challenge in different applications. In fact, the communication constraints in such environments limit the understanding of the partner's actions, which lead to wrong selections and thus to conflicting actions. Beyond these limitations, applications providing complex data to manipulate, such as molecular environments, introduce additional constraints which limit the perception and access to the partner's working space. This paper proposes a remote designation procedure linked with an haptic attraction model for molecular deformation tasks, we propose to guide physically the partner to the designated atom. Experimental results showed a significant improvement in performance and efficiency for the different steps of collaborative tasks (i.e., designation/selection of atoms and deformation of structures). Moreover, this haptic guidance method enables more accurate selections of atoms for the partner.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"14 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":"130345848","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: 1
Perceptual gloss space BRDF projection, uniformity validation, and lightness distance metric 感知光泽度空间BRDF投影、均匀性验证和亮度距离度量
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628355
A. Forés, M. Fairchild, I. Tastl
{"title":"Perceptual gloss space BRDF projection, uniformity validation, and lightness distance metric","authors":"A. Forés, M. Fairchild, I. Tastl","doi":"10.1145/2628257.2628355","DOIUrl":"https://doi.org/10.1145/2628257.2628355","url":null,"abstract":"A perceptually uniform gloss space was defined in Pellacini et al. [2000] as a reparameterization of the Ward BRDF model. Two dimensions, distinctness-of-image gloss and contrast gloss, were found to be enough to describe gloss perception, and the CIELAB lightness function was added to represent the diffuse component.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"37 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":"127121473","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: 2
A pilot study on binocular rivalry and motion using virtual reality 利用虚拟现实技术进行双目竞争与运动的初步研究
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628357
Richard A. Paris, R. Blake, Bobby Bodenheimer
{"title":"A pilot study on binocular rivalry and motion using virtual reality","authors":"Richard A. Paris, R. Blake, Bobby Bodenheimer","doi":"10.1145/2628257.2628357","DOIUrl":"https://doi.org/10.1145/2628257.2628357","url":null,"abstract":"When two eyes view different objects or scenes at the same time, stable binocular single vision gives way to alternations in perception. Called binocular rivalry, this beguiling phenomenon discloses the existence of inhibitory interactions between neural representations associated with the conflicting visual inputs. One strategy for learning details about this neural competition is to ascertain to what extent it is susceptible to top-down influences such as expectations engendered by one's own activity [Maruya et al. 2007]. Thanks to advances in virtual reality (VR) technology, this strategy can be implemented in the laboratory, which we have done. Specifically we are measuring the extent to which self-generated motion (walking) biases perception during binocular rivalry between two competing visual optic flow fields (one specifying forward locomotion and the other specifying backward locomotion). Our progress to date is reported in this poster.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"25 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":"122506246","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
Comparing the effectiveness of stereo projection versus 3D TV in inducing self-motion illusions (vection) 立体投影与3D电视诱导自动错觉效果的比较(向量)
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628360
Jacqueline D. Jordan, Mirjana Prpa, Daniel Feuereissen, B. Riecke
{"title":"Comparing the effectiveness of stereo projection versus 3D TV in inducing self-motion illusions (vection)","authors":"Jacqueline D. Jordan, Mirjana Prpa, Daniel Feuereissen, B. Riecke","doi":"10.1145/2628257.2628360","DOIUrl":"https://doi.org/10.1145/2628257.2628360","url":null,"abstract":"A necessary part of developing effective and realistic Virtual Reality (VR) simulations is emulating perceptual sensations that occur to humans in corresponding natural environments. VR users are often seated and unable to freely move through the virtual world, therefore necessitating other means to simulate and perceive self-movement. One approach to tackle this challenge is to induce embodied illusions of self-motion (\"vection\") in stationary observers, typically by providing moving visual stimuli on a wide field-of-view display. While numerous stimulus parameters have been shown to affect vection [see Riecke, 2011 for a review], there is little research investigating how the type of display itself might contribute. Here, we compared the vection-inducing potential as well as user experience and usability of two common displays for large-field stimulation: A passive stereoscopic projection setup and a 3D television with shutter glasses. Uncovering differences in vection between these displays would contribute to the theoretical understanding of vection and the potential relevance of different display properties, and guide the development of more immersive and effective VR setups. From a practical standpoint, this study helps to determine whether the more expensive projection system provides a benefit over the more accessible and affordable 3D television.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"46 7","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134363897","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
Distance estimation in virtual environments using different HMDs 使用不同头戴式显示器的虚拟环境中的距离估计
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628359
Scott M. Andrus, G. B. Gaylor, Bobby Bodenheimer
{"title":"Distance estimation in virtual environments using different HMDs","authors":"Scott M. Andrus, G. B. Gaylor, Bobby Bodenheimer","doi":"10.1145/2628257.2628359","DOIUrl":"https://doi.org/10.1145/2628257.2628359","url":null,"abstract":"A previous study, Young et al. [2014], explored comparisons between cost-differentiated head-mounted displays for the evaluation of various perception and action tasks. One of the comparisons in that work was egocentric distance estimation comparison using an Nvis SX 60 head-mounted display (HMD) and an Oculus Rift. This poster abstract supplements that study results with an additional HMD for evaluation of egocentric distance estimation task, an Nvis SX111. We find that performance of the Nvis SX111 is comparable to that of the Nvis SX60 in Young et al. [2014], which was significantly more compressed than the Oculus Rift.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"66 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":"132057387","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: 5
Evaluating affective features of 3D motionscapes 评价3D动画的情感特征
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628264
Chao Feng, L. Bartram, B. Riecke
{"title":"Evaluating affective features of 3D motionscapes","authors":"Chao Feng, L. Bartram, B. Riecke","doi":"10.1145/2628257.2628264","DOIUrl":"https://doi.org/10.1145/2628257.2628264","url":null,"abstract":"Abstract motion textures are widely applied in visual design and immersive environments such as games to imbue the environment or presentation with affect. While visual designers and artists carefully manipulate visual elements such as colour, form and motion to evoke affect, understanding what aspects of motion contribute to this still remains a matter of designer craft rather than validated principle. We report an empirical study of how simple features of motion in 3D textures, or motionscapes, contribute to the elicitation of affect. 12 university students were recruited to evaluate a series of 3D motionscapes. Results showed basic motion properties including speed, direction, path curvature and shape had significant influence on affective impressions such as valence, comfort, urgency and intensity, suggesting further directions for applications and explorations in this design space.","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":"125914936","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: 18
Countering user deviation during redirected walking 在重定向行走过程中对抗用户偏差
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628352
Mahdi Azmandian, M. Bolas, Evan A. Suma
{"title":"Countering user deviation during redirected walking","authors":"Mahdi Azmandian, M. Bolas, Evan A. Suma","doi":"10.1145/2628257.2628352","DOIUrl":"https://doi.org/10.1145/2628257.2628352","url":null,"abstract":"Redirected Walking is technique that leverages human perception characteristics to allow locomotion in virtual environments larger than the tracking area. Among the many redirection techniques, some strictly depend on the user's current position and orientation, while more recent algorithms also depend on the user's predicted behavior. This prediction serves as an input to a computationally expensive search to determine an optimal path. The search output is formulated as a series of gains to be applied at different stages along the path. An example prediction could be if a user is walking down a corridor, a natural prediction would be that the user will walk along a straight line down the corridor, and she will choose one of the possible directions with equal probability. In practice, deviations from the expected virtual path are inevitable, and as a result, the real world path traversed will differ from the original prediction. These deviations can not only force the search to select a less optimal path in the next iteration, but also in cases cause the users to go off bounds, requiring resets, causing a jarring experience for the user. We propose a method to account for these deviations by modifying the redirection gains per update frame, aiming to keep the user on the intended predicted physical path.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"25 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":"125541491","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
Egocentric distance estimation on a discontinuous ground surface in the virtual environment 虚拟环境中不连续地面上的自心距离估计
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628358
E. Shemetova, Bobby Bodenheimer
{"title":"Egocentric distance estimation on a discontinuous ground surface in the virtual environment","authors":"E. Shemetova, Bobby Bodenheimer","doi":"10.1145/2628257.2628358","DOIUrl":"https://doi.org/10.1145/2628257.2628358","url":null,"abstract":"The results of multiple studies conducted in the real world have demonstrated that human observers are usually very accurate in judging egocentric distance (the distance from the observer to a target) up to about 25 meters if the target is located on a continuous ground surface. Sinai et al. [1998] found that the presence of a texture discontinuity on the ground surface leads to distance underestimation. Two experiments were conducted to investigate the effect of a discontinuous ground surface on distance perception in virtual environments (VEs). The first experiment was the replication of Experiment 1 from Wu et al. [2007]. The second experiment involved the manipulation of the position of the texture boundary.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"4 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":"130506571","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
The influence of shading, display size and individual differences on navigation in virtual reality 阴影、显示尺寸和个体差异对虚拟现实导航的影响
Proceedings of the ACM Symposium on Applied Perception Pub Date : 2014-08-08 DOI: 10.1145/2628257.2628265
L. Hastings, B. Riecke
{"title":"The influence of shading, display size and individual differences on navigation in virtual reality","authors":"L. Hastings, B. Riecke","doi":"10.1145/2628257.2628265","DOIUrl":"https://doi.org/10.1145/2628257.2628265","url":null,"abstract":"Despite extensive usability research on virtual reality (VR) within academia and the increasing use of VR within industry, there is little research evaluating the usability and benefits of VR in applied settings. This is problematic for individuals desiring design principals or best practices for incorporating VR into their business. Furthermore, the literature that does exist often doesn't account for the characteristics of intended users. This shortage is problematic because individual differences have been shown to have a significant impact on performance in spatial tasks. The research presented here is an evaluation of a VR system in use at The Boeing Company, with 28 employees performing navigation and wayfinding tasks across two shading conditions (flat/smooth) and two display conditions (desktop/immersive). Performance was measured based on speed and accuracy. Individual difference factors were used as covariates. Results showed that women and those with high spatial orientation ability performed faster in smooth shading conditions, while flat shading benefited those with low spatial ability particularly for the navigation task. Unexpectedly, immersive presentation did not improve performance significantly. These results demonstrate the impact of individual differences on spatial performance and help determine appropriate tasks, display parameters, and suitable users for the VR system.","PeriodicalId":102213,"journal":{"name":"Proceedings of the ACM Symposium on Applied Perception","volume":"57 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":"132555170","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
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