Proceedings of the ACM SIGGRAPH Symposium on Applied Perception最新文献

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Evaluating the local visibility of geometric artifacts 评估几何伪影的局部可见性
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804418
Jinjiang Guo, V. Vidal, A. Baskurt, G. Lavoué
{"title":"Evaluating the local visibility of geometric artifacts","authors":"Jinjiang Guo, V. Vidal, A. Baskurt, G. Lavoué","doi":"10.1145/2804408.2804418","DOIUrl":"https://doi.org/10.1145/2804408.2804418","url":null,"abstract":"Several perceptually-based quality metrics have been introduced to predict the global impact of geometric artifacts on the visual appearance of a 3D model. They usually produce a single score that reflects the global level of annoyance caused by the distortions. However, beside this global information, it is also important in many applications to obtain information about the local visibility of the artifacts (i.e. estimating a localized distortion measure). In this work we present a psychophysical experiment where observers are asked to mark areas of 3D meshes that contain noticeable distortions. The collected per-vertex distortion maps are first used to illustrate several perceptual mechanisms of the human visual system. They then serve as ground-truth to evaluate the performance of well-known geometric attributes and metrics for predicting the visibility of artifacts. Results show that curvature-based attributes demonstrate excellent performance. As expected, the Hausdorff distance is a poor predictor of the perceived local distortion while the recent perceptually-based metrics provide the best results.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116484364","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
Integration and evaluation of emotion in an articulatory speech synthesis system 发音语音合成系统中情感的整合与评价
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814183
Martin Schorradt, K. Legde, Susana Castillo, D. Cunningham
{"title":"Integration and evaluation of emotion in an articulatory speech synthesis system","authors":"Martin Schorradt, K. Legde, Susana Castillo, D. Cunningham","doi":"10.1145/2804408.2814183","DOIUrl":"https://doi.org/10.1145/2804408.2814183","url":null,"abstract":"We convey a tremendous amount of information vocally. In addition to the obvious exchange of semantic information, we unconsciously vary a number of acoustic properties of the speech wave to provide information about our emotions, thoughts, and intentions. [Cahn 1990] Advances in understanding of human physiology combined with increases in the computational power available in modern computers have made the simulation of the human vocal tract a realistic option for creating artificial speech. Such systems can, in principle, produce any sound that a human can make. Here we present two experiments examining the expression of emotion using prosody (i.e., speech melody) in human recordings and an articulatory speech synthesis system.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128984224","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
Improving redirection with dynamic reorientations and gains 通过动态重定向和增益改进重定向
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814180
Ruimin Zhang, James W. Walker, S. Kuhl
{"title":"Improving redirection with dynamic reorientations and gains","authors":"Ruimin Zhang, James W. Walker, S. Kuhl","doi":"10.1145/2804408.2814180","DOIUrl":"https://doi.org/10.1145/2804408.2814180","url":null,"abstract":"In head-mounted display systems, the confined size of the tracked space limits users from navigating larger virtual environments than the tracked physical space. Previous work suggests this constraint could be broken by asking users to back up or turn 180°whenever they encouter a wall in the real world [Williams et al. 2007]. In this work, we propose that the reorientation rate can be dynamically determined based on the user's instantaneous positional information and the shape of the navigable virtual space around the user. We conducted an experiment to compare our proposed dynamic reorientations with the previous Freeze-Turn reorientation. The results show that, with dynamic reorientations, participants walked a significantly longer distance between orientations than with Freeze-Turn reorientations.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117248458","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
Myo arm: swinging to explore a VE 我的手臂:摆动探索VE
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804416
Morgan McCullough, Hong Xu, Joel Michelson, Matthew Jackoski, Wyatt Pease, William Cobb, William Kalescky, Joshua Ladd, B. Sanders
{"title":"Myo arm: swinging to explore a VE","authors":"Morgan McCullough, Hong Xu, Joel Michelson, Matthew Jackoski, Wyatt Pease, William Cobb, William Kalescky, Joshua Ladd, B. Sanders","doi":"10.1145/2804408.2804416","DOIUrl":"https://doi.org/10.1145/2804408.2804416","url":null,"abstract":"In this paper, we use an inexpensive wearable device called the Myo armband (199 USD) to implement a simple arm swinging algorithm that allows a user to freely explore an HMD-based virtual environment. Using a spatial orientation task we directly compared our Myo arm--swinging method to joystick locomotion and physical walking. We find that our arm swinging method outperforms the simple joystick and that spatial orientation is comparable to physically walking on foot. Our arm--swinging method is inexpensive compared to tracking systems that permit foot exploration, does not suffer from space constraints, and requires less physical energy than walking on foot.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124462109","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: 73
Avatar preference selection in game design based on color theory 基于色彩理论的游戏设计角色偏好选择
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804421
Andreas Lambrant, Francisco López Luro, V. Sundstedt
{"title":"Avatar preference selection in game design based on color theory","authors":"Andreas Lambrant, Francisco López Luro, V. Sundstedt","doi":"10.1145/2804408.2804421","DOIUrl":"https://doi.org/10.1145/2804408.2804421","url":null,"abstract":"Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131028507","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
Perception of personality through eye gaze of realistic and cartoon models 通过逼真和卡通模型的眼睛注视感知个性
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804424
K. Ruhland, Katja Zibrek, R. Mcdonnell
{"title":"Perception of personality through eye gaze of realistic and cartoon models","authors":"K. Ruhland, Katja Zibrek, R. Mcdonnell","doi":"10.1145/2804408.2804424","DOIUrl":"https://doi.org/10.1145/2804408.2804424","url":null,"abstract":"In this paper, we conducted a perceptual experiment to determine if specific personality traits can be portrayed through eye and head movement in the absence of other facial animation cues. We created a collection of eye and head motions captured from three female actors portraying different personalities, while listening to instructional videos. In a between-groups experiment, we tested the perception of personality on a realistic model and a cartoon stylisation in order to determine if stylisation can positively influence the perceived personality or if personality is more easily identified on a realistic face. Our results verify that participants were able to differentiate between personality traits portrayed only through eye gaze, blinks and head movement. The results also show that perception of personality was robust across character realism.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127553996","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: 20
Directional thermal perception for wearable device 用于可穿戴设备的定向热感知
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814184
Kyungho Jeong, Youn-Ju Seong, Ju-No Chung, Yongsung Park, Woo-nyoung Lee
{"title":"Directional thermal perception for wearable device","authors":"Kyungho Jeong, Youn-Ju Seong, Ju-No Chung, Yongsung Park, Woo-nyoung Lee","doi":"10.1145/2804408.2814184","DOIUrl":"https://doi.org/10.1145/2804408.2814184","url":null,"abstract":"Recently, there has been an increasing research interest on thermal feedback. This includes utilizing thermal systems as simple messaging tools, such as: a system that uses temperature to present the importance of messages [Wilson G. 2012] and help users navigate the road by presenting speed or distance with thermal stimuli on the users arm [David and Henry 2013]. There is no researches about array-type thermal feedback. Therefore, we have focused on communication via an array-type thermal patterns. As a first step, this poster presents 1) how well the subjects can differentiate between different spots on which thermal stimulation is presented and 2) whether the subjects can recognize the directional thermal stimulations. In order to find the answer, we have placed the thermal device on where the subjects felt most comfortable: the wrist. The device was also placed on the back of the neck to mimic a scarf or a bluetooth headset.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117274625","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
Using full reference image quality metrics to detect game engine artefacts 使用完整的参考图像质量指标来检测游戏引擎的伪影
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804414
Rafal Piórkowski, R. Mantiuk
{"title":"Using full reference image quality metrics to detect game engine artefacts","authors":"Rafal Piórkowski, R. Mantiuk","doi":"10.1145/2804408.2804414","DOIUrl":"https://doi.org/10.1145/2804408.2804414","url":null,"abstract":"Contemporary game engines offer an outstanding graphics quality but they are not free from visual artefacts. A typical example is aliasing, which, despite advanced antialiasing techniques, is still visible to the game players. Essential deteriorations are the shadow acne and peter panning artefacts related to deficiency of the shadow mapping technique. Also Z-fighting, caused by the incorrect order of drawing polygons, significantly affects the quality of the graphics and makes the gameplay difficult. These artefacts are laborious to eliminate in an algorithm way because either they require computational effort inadequate to obtained results or visibility of artefacts depends on the ambiguous parameters. In this work we propose a technique, in which visibility of deteriorations is perceptually assessed by human observers. We conduct subjective experiments in which people manually mark the visible local artefacts in the screenshots from the games. Then, the detection maps averaged over a number of observers are compared with results generated by the image quality metrics (IQMs). Simple mathematically-based metric - MSE, and advanced IQMs: S-CIELAB, SSIM, MSSIM, and HDR-VDP-2 are evaluated. We compare convergence in the detection between the maps created by humans and computed by IQMs. The obtained results show that SSIM and MSSIM metrics outperform other techniques. However, the results are not indisputable because, for small and scattered aliasing artefacts, HDR-VDP-2 metrics reports the results most consistent with the average human observer. Notwithstanding, the results suggest that it is feasible to use the IQMs detection maps to leverage and calibrate the rendering algorithms directly based on the analysis of quality of the output images.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124808542","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
Walking on foot to explore a virtual environment with uneven terrain 徒步探索不平坦地形的虚拟环境
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814186
Matthew Jackoski, William Kalescky, Joshua Ladd, William Cobb, B. Sanders
{"title":"Walking on foot to explore a virtual environment with uneven terrain","authors":"Matthew Jackoski, William Kalescky, Joshua Ladd, William Cobb, B. Sanders","doi":"10.1145/2804408.2814186","DOIUrl":"https://doi.org/10.1145/2804408.2814186","url":null,"abstract":"Immersive virtual environments (IVEs) provide an opportunity for humans to learn and to experience a place, which because of time, distance, danger, or expense, would not otherwise be available. Since navigation is the most common way users interact with 3D environments, much research has examined how well people navigate and learn the spatial layouts of IVEs. Ideally, a user's experience of an IVE would mimic a real world experience. However, this does not happen in practice. Thus, much work, examines the differences in real world and similar virtual experiences. Additionally, the navigation mechanisms that are used to explore an IVE do not allow for the exact same interactions as the real world. For example, it is difficult to replicate the physical aspect of climbing stairs or walking over rough terrain in an IVE. More work needs to be completed to assess how well people interact and learn in different types of virtual worlds. For example, the ground plane of the virtual worlds that people explore will not necessarily be flat. Thus, the question becomes how well can a person maintain comparable spatial awareness in an environment with uneven terrain? In this work, we examine subjects' spatial orientation as they traverse over uneven terrain while they physically locomote on a flat surface. IVEs are best explored on foot. That is, spatial awareness of the IVEs is best when users physically explore a virtual environment on foot. Thus, in this work we examine what happens to spatial orientation when subjects traverse over hilly virtual environments on foot.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131257547","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
Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth 麻衣还是丝绸?:外观与动态对动画布料感知的影响
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804412
Carlos Aliaga, C. O'Sullivan, D. Gutierrez, Rasmus Tamstorf
{"title":"Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth","authors":"Carlos Aliaga, C. O'Sullivan, D. Gutierrez, Rasmus Tamstorf","doi":"10.1145/2804408.2804412","DOIUrl":"https://doi.org/10.1145/2804408.2804412","url":null,"abstract":"Physical simulation and rendering of cloth is widely used in 3D graphics applications to create realistic and compelling scenes. However, cloth animation can be slow to compute and difficult to specify. In this paper, we present a set of experiments in which we explore some factors that contribute to the perception of cloth, to determine how efficiency could be improved without sacrificing realism. Using real video footage of several fabrics covering a wide range of visual appearances and dynamic behaviors, and their simulated counterparts, we explore the interplay of visual appearance and dynamics in cloth animation.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125318217","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: 20
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