Proceedings of the 4th symposium on Applied perception in graphics and visualization最新文献

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3D facial expression analysis and deformation 三维面部表情分析与变形
Jacey-Lynn Minoi, D. Gillies
{"title":"3D facial expression analysis and deformation","authors":"Jacey-Lynn Minoi, D. Gillies","doi":"10.1145/1272582.1272615","DOIUrl":"https://doi.org/10.1145/1272582.1272615","url":null,"abstract":"Facial expressions are an important channel of non-verbal communication. An expression is a dynamic change of visual appearance involving the shape and position of facial features (the eyes, eyebrows, nose, and mouth), the coloration and condition of the skin and wrinkles. The main source that contributes to expression variation is facial muscular movements. We have used a registration framework, based on selected facial landmarks, to create expressions on surface models of the face. Deformation is applied to 3D face models with neutral expression to synthesize a corresponding model with some expression. Likewise when applied to 3D faces with expression the neutral expression can be synthesized. In addition to this work, we also analyse the optimal placement of landmarks to control facial expressions through deformation.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125019847","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
A perceptive evaluation of volume rendering techniques 对体绘制技术的感性评价
Christian Boucheny, Georges-Pierre Bonneau, J. Droulez, G. Thibault, S. Ploix
{"title":"A perceptive evaluation of volume rendering techniques","authors":"Christian Boucheny, Georges-Pierre Bonneau, J. Droulez, G. Thibault, S. Ploix","doi":"10.1145/1272582.1272600","DOIUrl":"https://doi.org/10.1145/1272582.1272600","url":null,"abstract":"The display of space filling data is still a challenge for the community of visualization. Direct Volume Rendering (DVR) is one of the most important techniques developed to achieve direct perception of such volumetric data. It is based on semi-transparent representations, where the data are accumulated in a depth-dependent order. However, it produces images that may be difficult to understand, and thus several techniques have been proposed so as to improve its effectiveness, using for instance lighting models or simpler representations (e.g. Maximum Intensity Projection). In this paper we present two perceptual studies that question how DVR meets its goals, in either static or dynamic context. We show that a static representation is highly ambiguous, even in simple cases, but this can be counterbalanced by use of dynamic cues, i.e. motion parallax, provided that the rendering parameters are correctly tuned.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128708137","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: 10
Consistent left-right errors for visual path integration in virtual reality: more than a failure to update one's heading? 虚拟现实中视觉路径整合的一致左右错误:不仅仅是无法更新一个人的方向?
B. Riecke
{"title":"Consistent left-right errors for visual path integration in virtual reality: more than a failure to update one's heading?","authors":"B. Riecke","doi":"10.1145/1272582.1272616","DOIUrl":"https://doi.org/10.1145/1272582.1272616","url":null,"abstract":"Even in state-of-the-art virtual reality (VR) setups, participants often feel lost when navigating through virtual environments. In VR applications and psychological experiments, such disorientation is often compensated for by extensive training. Here, two experimental series investigated participants’ sense of direction by means of a rapid point-to-origin paradigm without any performance feedback or training. This paradigm allowed us to study participants’ intuitive spatial orientation in VR while minimizing the influence of higher cognitive abilities and compensatory strategies. After visually displayed passive excursions along one- or two-segment trajectories, participants were asked to point back to the origin of locomotion “as accurately and quickly as possible.” Despite using an immersive, high-quality video projection with a 84° 63° field of view, participants’ overall performance was rather poor. Moreover, about 40% of the participants exhibited striking qualitative errors, namely left-right reversals— despite not misinterpreting the visually simulated turning direction. Even when turning angles were announced in advance to obviate encoding errors due to misperceived turning angles, many participants still produced surprisingly large systematic and random errors, and perceived task difficulty and response times were unexpectedly high. Careful analysis suggests that some, but not all, of the left-right inversions can be explained by a failure to update visually displayed heading changes. Taken together, this study shows that even an immersive, highquality video projection system is not necessarily sufficient for enabling natural and intuitive spatial orientation or automatic spatial updating in VR, even when advance information about turning angles was provided. We posit that investigating qualitative errors for basic spatial orientation tasks using, for example, rapid point-to-origin paradigms can be a powerful tool for evaluating and improving the effectiveness of VR setups in terms of enabling natural and unencumbered spatial orientation and performance. We provide some guidelines for VR system designers.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116000071","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 and real environments using bisection 用等分法估计虚拟和真实环境中的距离
Bobby Bodenheimer, Jingjing Meng, Haojie Wu, G. Narasimham, B. Rump, T. McNamara, T. Carr, J. Rieser
{"title":"Distance estimation in virtual and real environments using bisection","authors":"Bobby Bodenheimer, Jingjing Meng, Haojie Wu, G. Narasimham, B. Rump, T. McNamara, T. Carr, J. Rieser","doi":"10.1145/1272582.1272589","DOIUrl":"https://doi.org/10.1145/1272582.1272589","url":null,"abstract":"Systematic error in judging distances in virtual environments is one of the most interesting problems in perceptual studies of virtual environments. The causes of this error are not known. This paper presents an experiment designed to investigate distance perception in virtual environments using the method of distance bisection (fractionation). Most other studies of distance perception in virtual environment rely on measures involving motor responses or time judgments. Unlike these, the method used in this study depends purely on visually perceived distances. Our experiment compares distance bisection judgments in virtual environments, bisection judgments in the real-world, and bisection judgments in the real-world with limited field of view. We also perform the judgments in two environmental contexts, an outdoor environment and an indoor environment. We find evidence that nonlinear distance compression occurs in virtual environments, but judgments in real-world conditions are accurate. We do not find an effect of environmental context.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123815371","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: 53
The contributions of visual flow and locomotor cues to walked distance estimation in a virtual environment 视觉流和运动线索对虚拟环境中步行距离估计的贡献
Jennifer L. Campos, J. Butler, B. Mohler, H. Bülthoff
{"title":"The contributions of visual flow and locomotor cues to walked distance estimation in a virtual environment","authors":"Jennifer L. Campos, J. Butler, B. Mohler, H. Bülthoff","doi":"10.1145/1272582.1272623","DOIUrl":"https://doi.org/10.1145/1272582.1272623","url":null,"abstract":"Traversed distance perception involves estimating the extent of self-motion as one travels from one position in space to another. As such, it is a multi-modal experience in which information from both visual flow and locomotor cues (i.e. proprioceptive, efference copy and vestibular cues) jointly specify the magnitude of self-motion. While recent evidence has demonstrated the extent to which each of these cues can be used independently to estimate traversed distance, relatively little is known about how they are integrated when simultaneously present. Evaluating multi-modal cue integration in the context of dynamic locomotor behaviour is important to both understanding issues related to self-motion perception, as well as perceptual-motor coupling in real and virtual environments.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127017368","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
Gazing with pEYE: new concepts in eye typing 用pEYE凝视:眼睛打字的新概念
A. Huckauf, Mario H. Urbina
{"title":"Gazing with pEYE: new concepts in eye typing","authors":"A. Huckauf, Mario H. Urbina","doi":"10.1145/1272582.1272618","DOIUrl":"https://doi.org/10.1145/1272582.1272618","url":null,"abstract":"Eye typing applications like a virtual keyboard are often straining to use. We developed various interfaces based on different theoretical ideas. In Iwrite, letters are selected by gazing towards the outer frame of the monitor. This should minimize the error rate, but to the disadvantage of speed. In a dynamic concept, StarWrite, moving letters are to be dragged directly onto the text window. The third implementation pEYEwrite is based on marking or pie menus which have already been shown to be powerful tools in mouse control. Preliminary testings demonstrated a superiority of pEYEwrite over the other concepts. Not only did pEYEwrite produce the fastest text entry, but also the largest increases in performance over several sessions. Data indicate that pie menus must be regarded as a helpful and powerful tool in various gaze control applications.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114711175","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: 32
Simulation and optimisation of display visibility 模拟和优化显示可见性
Daniel Dreyer
{"title":"Simulation and optimisation of display visibility","authors":"Daniel Dreyer","doi":"10.1145/1272582.1272609","DOIUrl":"https://doi.org/10.1145/1272582.1272609","url":null,"abstract":"This poster reviews the psychophysics literature on threshold contrast and incorporates the results into a technique for measuring display visibility. This work is validated, and subsequently studied in the context of air traffic control displays.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121992217","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
On the empirical limits of billboard rotation 论广告牌旋转的经验极限
Elodie Fourquet, W. Cowan, Stephen Mann
{"title":"On the empirical limits of billboard rotation","authors":"Elodie Fourquet, W. Cowan, Stephen Mann","doi":"10.1145/1272582.1272591","DOIUrl":"https://doi.org/10.1145/1272582.1272591","url":null,"abstract":"This paper describes an experiment investigating for the first time, the perceptual tolerance of inconsistent projections when rotated billboards are transformed and included in an image among other objects produced by traditional 3D computer graphics. The need for this results has arisen in building a system to assist artists with simultaneous composition in two and three dimensions. Imitating the cartoon-based compositional practices of Renaissance artists we are using billboards as modelling primitives, with the additional freedom of manipulating them in three dimensions rather than two. Three-dimensional manipulation adds the capability of rotating billboards about vertical axes, which introduces geometric distortions exactly like those produced by multiple projections in Renaissance painting. An experiment measured the limits of acceptable distortion by having subjects choose the distorted object from an array of undistorted ones. The results include a concrete limit for acceptable billboard rotations, an identification of object features that create exceptional limits to rotation, and some conclusions about the relationship of canonical views to billboard use.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"2013 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127409772","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
Action-based slant perception in real and virtual environments 真实和虚拟环境中基于动作的倾斜感知
N. Mourkoussis, Fiona M. Rivera, T. Troscianko, K. Mania, R. Hawkes
{"title":"Action-based slant perception in real and virtual environments","authors":"N. Mourkoussis, Fiona M. Rivera, T. Troscianko, K. Mania, R. Hawkes","doi":"10.1145/1272582.1272612","DOIUrl":"https://doi.org/10.1145/1272582.1272612","url":null,"abstract":"An innovative action-based motoric measure of slant is proposed, based on gait. This measure is ecologically-valid derived from the angle that the foot makes in relation to the horizontal ground plane immediately before impact (Figure 1). This work explores whether the proposed measure is affected by factors such as material of the walking surface and inclination of the walking ramps. Moreover, experimental studies were conducted in a real environment set-up and in its virtual counterpart. Comparisons between real-world spatial judgments and simulation equivalents provide performance benchmarks as well as tools to assess whether a technological set-up would be of similar functional fidelity to a real-world task situation.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124357053","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
Redesign of classic information visualization techniques in an artistic computing perspective 从艺术计算的角度重新设计经典的信息可视化技术
B. Otjacques, F. Feltz
{"title":"Redesign of classic information visualization techniques in an artistic computing perspective","authors":"B. Otjacques, F. Feltz","doi":"10.1145/1272582.1272608","DOIUrl":"https://doi.org/10.1145/1272582.1272608","url":null,"abstract":"Combining information visualization and art is a rather new research domain. Redström et al [2000] speak in terms of 'informative art' that they define as 'computer augmented, or amplified, works of art that are not only aesthetical objects but also information displays, in as much as they dynamically reflect information about their environment.' Holmquist and Skog [2003] restate it as follows: 'informative art is a type of computer applications which borrow their appearance from well-known artistic styles to visualize dynamically updated information'. Grønbæk et al. [2006] refers to 'making digital information displays aesthetic, calm, and pleasurable.' Beale [2007] explains that 'ambient art is the aesthetic presentation of information, using artistic techniques to achieve a pleasing image that also contains hidden depths, where exposure to it over time allows a viewer to understand something about the information sources that it represents'. Fishwick [2006] defines the 'aesthetic computing' concept as: 'the application of the theory and practice of art to the field of computing'. Fishwick then refines its proposal and distinguishes analysis and synthesis applications of aesthetic computing. The former aims to evaluate computing objects from an aesthetic perspective while the latter focuses on using aesthetics as a means of representation of the artefacts. We can also mention the Ambient Display concept defined by Wisneski et al. [1998] as a way to 'present information within a space through subtle changes in light, sound, and movement, which can be processed in the background of awareness'. Thinking on these definitions, we point out several interesting observations presented in the next section.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131069771","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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