ACM Symposium on Applied Perception 2020最新文献

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Effects of Brightness on Distance Judgments in Head Mounted Displays 亮度对头戴式显示器距离判断的影响
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407929
Fan Ding, Soheil Sepahyar, S. Kuhl
{"title":"Effects of Brightness on Distance Judgments in Head Mounted Displays","authors":"Fan Ding, Soheil Sepahyar, S. Kuhl","doi":"10.1145/3385955.3407929","DOIUrl":"https://doi.org/10.1145/3385955.3407929","url":null,"abstract":"Many HMD applications are improved when people perceive and act similarly in the virtual world as they would in an equivalent real environment. However, multiple studies show people underestimate egocentric distances in HMDs while being reasonably accurate in the real world. Some studies also show that brightness in the periphery may be one factor influencing these distance judgments. We built upon this previous work and examine if the brightness of the entire screen affects distance judgments. Using direct blind-walking, we compared a bright environment to an artificially darkened one with a between-subject experiment. The results of the experiment indicate that overall brightness has no significant effect on egocentric distance judgment. We discuss the implications of our findings in the context of previous work. Our findings may help designers of HMD software featuring dark environments (e.g., some entertainment applications).","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121112248","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
Asymmetry of Grasp in Haptic Perception 触觉知觉中抓握的不对称性
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407934
Mar González-Franco, M. Sinclair, E. Ofek
{"title":"Asymmetry of Grasp in Haptic Perception","authors":"Mar González-Franco, M. Sinclair, E. Ofek","doi":"10.1145/3385955.3407934","DOIUrl":"https://doi.org/10.1145/3385955.3407934","url":null,"abstract":"In this paper we present evidence that human perception of grasp might be most dependent on the information retrieved during the inward latch rather than the release of objects. This research is motivated by a number of haptic simulations and devices and grounded in perception science. We ran a user study (n=12) with two devices one capable of delivering compliant simulations for both grip and release (CLAW), i.e. symmetric device; the other only capable of delivering adaptive grip simulations (CapstanCrunch), i.e. asymmetric device. We fund that both performed similarly well for realism scores in a grasping task with objects of different stiffness. That similar performance was despite CapstanCrunch release was delivered by a constant spring independently of the compliance of the object. Our results show preliminary evidence that when simulating haptic grasp the release might be less important. And we propose a new theory of asymmetry of grasp in haptic perception.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132224896","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
The Effects of Gender and the Presence of Third-Party Humans on Telepresence Camera Height Preferences 性别和第三方人类存在对网真相机高度偏好的影响
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407924
Kevin P. Pfeil, P. Wisniewski, J. Laviola
{"title":"The Effects of Gender and the Presence of Third-Party Humans on Telepresence Camera Height Preferences","authors":"Kevin P. Pfeil, P. Wisniewski, J. Laviola","doi":"10.1145/3385955.3407924","DOIUrl":"https://doi.org/10.1145/3385955.3407924","url":null,"abstract":"With the rise of immersive virtual reality and telepresence, it is important to understand the factors that contribute to creating an optimal user experience. In particular, there are divergent recommendations for setting camera heights in virtual contexts that facilitate telepresence. Therefore, we conducted a 2x2 mixed-design experiment with 93 college students asking them to select their preferred camera height when varying camera placement (overhead, chest) and the presence of human avatars (present, not present). We found that while camera placement did not have a significant effect of preferred camera height, the presence of avatars (increased height preference) and gender (women preferred lower heights) were significant. Our results provide evidence that factors within a virtual environment and individual differences influence users’ preferences of camera height. Thus, systems designed for immersive virtual reality and telepresence should customize camera height based on these factors.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133346195","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 Study of Perceptual and Cognitive Models Applied to Prediction of Eye Gaze within Statistical Graphs 统计图中用于人眼注视预测的知觉和认知模型研究
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407931
M. Livingston, Laura E. Matzen, Andre Harrison, Alexander Lulushi, Mikaila Daniel, Megan Dass, Derek P. Brock, Jonathan W. Decker
{"title":"A Study of Perceptual and Cognitive Models Applied to Prediction of Eye Gaze within Statistical Graphs","authors":"M. Livingston, Laura E. Matzen, Andre Harrison, Alexander Lulushi, Mikaila Daniel, Megan Dass, Derek P. Brock, Jonathan W. Decker","doi":"10.1145/3385955.3407931","DOIUrl":"https://doi.org/10.1145/3385955.3407931","url":null,"abstract":"In theory, visual saliency in a graph should be used to draw attention to its most important component(s). Thus salience is commonly viewed both as a basis for predicting where graph readers are likely to look, and as a core design technique for emphasizing what a reader is intended to see among competing elements in a given chart or plot. We briefly review models, metrics, and applicable theories as they pertain to graphs. We then introduce new saliency models based on perceptual and cognitive theories that, to our knowledge, have not been previously applied to models for viewing statistical graphics. The resulting frameworks can be broadly classified as bottom-up perceptual models or top-down cognitive models. We report the results of evaluating these new theory-informed approaches on gaze data collected for statistical graphs and for more general information visualizations. Interestingly, the new models fare no better than previous ones. We review the experience, noting why we expected these hypotheses to be effective, and discuss how and why their performance did not match our aspirations. We suggest directions for future research that may help to clarify some of the issues raised.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126860529","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 Gamepad and Naturally-mapped Controller Effects on Perceived Virtual Reality Experiences 比较手柄和自然映射控制器对感知虚拟现实体验的影响
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407923
Monthir Ali, R. E. Cardona-Rivera
{"title":"Comparing Gamepad and Naturally-mapped Controller Effects on Perceived Virtual Reality Experiences","authors":"Monthir Ali, R. E. Cardona-Rivera","doi":"10.1145/3385955.3407923","DOIUrl":"https://doi.org/10.1145/3385955.3407923","url":null,"abstract":"A virtual reality (VR) system’s interface determines its corresponding interaction fidelity. While there exist several naturally-mapped interfaces, these have not been directly compared – in terms of presence, engagement, perceived performance, and real performance – to a more commonly-used interface for interacting with virtual reality: the gamepad. Because gamepads have evolved over several decades and have widespread adoption, it is pragmatic to ask whether it is viable to import them into the design of VR experiences. To study this, we developed a first-person shooter (FPS) Virtual environment and contrasted the VR experience using the Microsoft Xbox 360 controller against the HTC VIVE wand. We assessed the effect of the input device on self-reported presence, engagement, and performance as well as real performance in terms of accuracy and speed, two metrics relevant for our particular environment. A within-subjects FPS shooting task under accuracy and time constraints confirmed our hypotheses in favor of the VIVE wand: presence, engagement, perceived performance, and real performance were deemed significantly higher than the Xbox controller condition. These results are contextualized with participants‘ comments in a post-experiment debrief, in which (paradoxically) several participants reported preferring the gamepad. We discuss the implications of our findings and how what we call genre fidelity can impact the design of VR experiences.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126324090","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
Evaluating Perceptual Predictions based on Movement Primitive Models in VR- and Online-Experiments 在VR和在线实验中评估基于运动原语模型的感知预测
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407940
Benjamin Knopp, Dmytro Velychko, Johannes Dreibrodt, Alexander C. Schütz, Dominik M. Endres
{"title":"Evaluating Perceptual Predictions based on Movement Primitive Models in VR- and Online-Experiments","authors":"Benjamin Knopp, Dmytro Velychko, Johannes Dreibrodt, Alexander C. Schütz, Dominik M. Endres","doi":"10.1145/3385955.3407940","DOIUrl":"https://doi.org/10.1145/3385955.3407940","url":null,"abstract":"We investigate the role of prediction in biological movement perception by comparing different representations of human movement in a virtual reality (VR) and online experiment. Predicting movement enables quick and appropriate action by both humans and artificial agents in many situations, e.g. when the interception of objects is important. We use different predictive movement primitive (MP) models to probe the visual system for the employed prediction mechanism. We hypothesize that MP-models, originally devised to address the degrees-of-freedom (DOF) problem in motor production, might be used for perception as well. In our study we consider object passing movements. Our paradigm is a predictive task, where participants need to discriminate movement continuations generated by MP models from the ground truth of the natural continuation. This experiment was conducted first in VR, and later on continued as online experiment. We found that results transfer from the controlled and immersive VR setting with movements rendered as realistic avatars to a simple and COVID-19 safe online setting with movements rendered as stick figures. In the online setting we further investigate the effect of different occlusion timings. We found that contact events during the movement might provide segmentation points that render the lead-in movement independent of the continuation and thereby make perceptual predictions much harder for subjects. We compare different MP-models by their capability to produce perceptually believable movement continuations and their usefulness to predict this perceptual naturalness. Our research might provide useful insight for application in computer animation, by showing how movements can be continued without violating the expectation of the user. Our results also contribute towards an efficient method of animating avatars by combining simple movements into complex movement sequences.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125044501","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
Encoding Height: Egocentric Spatial Memory of Adults and Teens in a Virtual Stairwell 编码高度:虚拟楼梯井中成人与青少年的自我中心空间记忆
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407938
G. Narasimham, Haley Adams, J. Rieser, Bobby Bodenheimer
{"title":"Encoding Height: Egocentric Spatial Memory of Adults and Teens in a Virtual Stairwell","authors":"G. Narasimham, Haley Adams, J. Rieser, Bobby Bodenheimer","doi":"10.1145/3385955.3407938","DOIUrl":"https://doi.org/10.1145/3385955.3407938","url":null,"abstract":"Commodity-level virtual reality equipment is now available to all ages. To better understand how cognitive development affects people’s spatial memory in virtual reality, we assess how adults (20-29 years old) and teenagers (14-17 years old) represent their spatial memory of objects in an immersive virtual environment (IVE) where height is encoded. Despite virtual reality being a favorable conduit for the study of egocentric spatial memory, prior studies have predominately looked at objects placed at similar heights. Within a stairwell environment, participants learned the positions of nine target objects. In one condition, all objects were placed near eye height. In another, they were placed at varying heights. Our results indicate that participants’ errors and latencies were similar in both environments, and across age groups. Our results have implications for the development of IVEs and the expansion of immersive technology to a more diverse, younger audience.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123765699","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
An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR VR中流行的个人空间指向与基于控制器的空间选择的效率评价
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407939
Sabarish V. Babu, Ming-Han Tsai, Ting-Wei Hsu, Jung-Hong Chuang
{"title":"An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR","authors":"Sabarish V. Babu, Ming-Han Tsai, Ting-Wei Hsu, Jung-Hong Chuang","doi":"10.1145/3385955.3407939","DOIUrl":"https://doi.org/10.1145/3385955.3407939","url":null,"abstract":"We detail the results of two experiments that empirically evaluate the efficiency of spatial selection performance of popular pointing and controller based direct 3D interaction within the participants’ maximum arms reach or personal space in an immersive virtual environment. In the first experiment, targets were presented in a circular configuration of 13 targets in accordance with the ISO 9241-9 Fitts’ Law standard, with a target distance of 5, 9 or 18 cm and target width of 0.65, 0.85, or 1.05cm, and with each circular configuration presented in a random distance of 60%, 75% or 90% of maximum arms length of the participant. The targets were centered at eye level, and in a within-subjects protocol participants selected the targets using a pointer at the tip of the controller or at the tip of their index finger on the dominant hand in the pointing based condition. The second experiment presented each target in a similar width and distance configuration as the previous experiment, but each target also varied in depth from one trial to the next between 60%, 75% or 90% of maximum arms reach. The selections were performed in an HTC Vive head mounted display VR world, using the popular Leap Motion gesture tracking device or the Vive controller. The results of both our experiment taken together revealed that with commodity 3D input devices, participants were more efficient in spatial selection performance in the popular controller based condition, as compared to the pointing based condition. Implications for VR developers and consumers are discussed in the latter sections.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129686165","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
Effect of Sense of Embodiment on Curvature Redirected Walking Thresholds 体现感对曲率重定向行走阈值的影响
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407932
Anh Nguyen, Yannick Rothacher, B. Lenggenhager, P. Brugger, A. Kunz
{"title":"Effect of Sense of Embodiment on Curvature Redirected Walking Thresholds","authors":"Anh Nguyen, Yannick Rothacher, B. Lenggenhager, P. Brugger, A. Kunz","doi":"10.1145/3385955.3407932","DOIUrl":"https://doi.org/10.1145/3385955.3407932","url":null,"abstract":"Redirected walking (RDW) allows users to explore a virtual environment larger than the physical tracking space by real walking. When RDW is applied within certain thresholds, users do not notice it and remain immersed in the virtual environment. There are many factors that affect these thresholds such as walking speed, gender, and field of view. However, redirected walking thresholds (RDTs) were never studied when an avatar is present, and it is not known how the sense of embodiment over this avatar affects users’ RDTs. In this paper, we present an experiment to investigate the effect of sense of embodiment (SoE) of an avatar on curvature RDTs. The SoE was manipulated by changing perspective as well as sensorimotor congruency and subjectively assessed using an SoE questionnaire. Results showed perspective and movement congruency have significant effects on the SoE, and that agency, which is a central component of embodiment, has a negative effect on curvature RDTs. Moreover, existing results on gender effects on RDTs were also reconfirmed.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121600618","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: 8
The impact of stylization on face recognition 程式化对人脸识别的影响
ACM Symposium on Applied Perception 2020 Pub Date : 2020-09-12 DOI: 10.1145/3385955.3407930
Nicolas Olivier, Ludovic Hoyet, F. Danieau, F. Argelaguet, Quentin Avril, A. Lécuyer, P. Guillotel, F. Multon
{"title":"The impact of stylization on face recognition","authors":"Nicolas Olivier, Ludovic Hoyet, F. Danieau, F. Argelaguet, Quentin Avril, A. Lécuyer, P. Guillotel, F. Multon","doi":"10.1145/3385955.3407930","DOIUrl":"https://doi.org/10.1145/3385955.3407930","url":null,"abstract":"While digital humans are key aspects of the rapidly evolving areas of virtual reality, gaming, and online communications, many applications would benefit from using digital personalized (stylized) representations of users, as they were shown to highly increase immersion, presence and emotional response. In particular, depending on the target application, one may want to look like a dwarf or an elf in a heroic fantasy world, or like an alien on another planet, in accordance with the style of the narrative. While creating such virtual replicas requires stylization of the user’s features onto the virtual character, no formal study has however been conducted to assess the ability to recognize stylized characters. In this paper, we present a perceptual study investigating the effect of the degree of stylization on the ability to recognize an actor, and the subjective acceptability of stylizations. Results show that recognition rates decrease when the degree of stylization increases, while acceptability of the stylization increases. These results provide recommendations to achieve good compromises between stylization and recognition, and pave the way to new stylization methods providing a tradeoff between stylization and recognition of the actor.","PeriodicalId":434621,"journal":{"name":"ACM Symposium on Applied Perception 2020","volume":"339 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124772344","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
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