Lucas G. Gilberto, Fernando Bermejo, Fabián C. Tommasini, C. García Bauza
{"title":"Virtual Reality Audio Game for Entertainment & Sound Localization Training","authors":"Lucas G. Gilberto, Fernando Bermejo, Fabián C. Tommasini, C. García Bauza","doi":"10.1145/3676557","DOIUrl":"https://doi.org/10.1145/3676557","url":null,"abstract":"Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals.","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.9,"publicationDate":"2024-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141836331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rachel Masters, Jalynn Nicoly, Vidya Gaddy, Victoria Interrante, Francisco Ortega
{"title":"The Impact of Nature Realism on the Restorative Quality of Virtual Reality Forest Bathing","authors":"Rachel Masters, Jalynn Nicoly, Vidya Gaddy, Victoria Interrante, Francisco Ortega","doi":"10.1145/3670406","DOIUrl":"https://doi.org/10.1145/3670406","url":null,"abstract":"Virtual reality (VR) forest bathing for stress relief and mental health has recently become a popular research topic. As people spend more of their lives indoors and have less access to the restorative benefit of nature, having a VR nature supplement has the potential to improve quality of life. However, the optimal design of VR nature environments is an active area of investigation with many research questions to be explored. One major issue with VR is the difficulty of rendering high-fidelity assets in real time without causing cybersickness, or VR motion sickness, within the headset. Due to this limitation, we investigate if the realism of VR nature is critical for the restorative effects by comparing a low-realism nature environment to a high-realism nature environment. We only found a significant difference in the perceived restorativeness of the two environments, but after observing trends in our data toward the stress reduction potential of the high-realism environment, we suggest exploring more varieties of high and low-realism environments in future work to investigate the full potential of VR and how people respond.","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141362706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bailin Yang, Tianxiang Wei, Frederick W. B. Li, Xiaohui Liang, Zhigang Deng, Yili Fang
{"title":"Color Theme Evaluation through User Preference Modeling","authors":"Bailin Yang, Tianxiang Wei, Frederick W. B. Li, Xiaohui Liang, Zhigang Deng, Yili Fang","doi":"10.1145/3665329","DOIUrl":"https://doi.org/10.1145/3665329","url":null,"abstract":"Color composition (or color theme) is a key factor to determine how well a piece of art work or graphical design is perceived by humans. Despite a few color harmony models have been proposed, their results are often less satisfactory since they mostly neglect the variations of aesthetic cognition among individuals and treat the influence of all ratings equally as if they were all rated by the same anonymous user. To overcome this issue, in this paper we propose a new color theme evaluation model by combining a back propagation neural network and a kernel probabilistic model to infer both the color theme rating and the user aesthetic preference. Our experiment results show that our model can predict more accurate and personalized color theme ratings than state of the art methods. Our work is also the first-of-its-kind effort to quantitatively evaluate the correlation between user aesthetic preferences and color harmonies of five-color themes, and study such a relation for users with different aesthetic cognition.","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-05-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141117486","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Understanding the Impact of Visual and Kinematic Information on the Perception of Physicality Errors","authors":"Goksu Yamac, Carol O’Sullivan, Michael Neff","doi":"10.1145/3660636","DOIUrl":"https://doi.org/10.1145/3660636","url":null,"abstract":"<p>Errors that arise due to a mismatch in the dynamics of a person’s motion and the visualized movements of their avatar in virtual reality are termed ‘physicality errors’ to distinguish them from simple physical errors, such as footskate. Physicality errors involve plausible motions, but with dynamic inconsistencies. Even with perfect tracking and ideal virtual worlds, such errors are inevitable in virtual reality whenever a person adopts an avatar that does not match their own proportions or lifts a virtual object that appears heavier than the movement of their hand. This study investigates people’s sensitivity to physicality errors in order to understand when they are likely to be noticeable and need to be mitigated. It uses a simple, well-understood exercise of a dumbbell lift to explore the impact of motion kinematics and varied sources of visual information, including changing body size, changing the size of manipulated objects, and displaying muscular strain. Results suggest that kinematic (motion) information has a dominant impact on perception of effort, but visual information, particularly the visual size of the lifted object, has a strong impact on perceived weight. This can lead to perceptual mismatches which reduce perceived naturalness. Small errors may not be noticeable, but large errors reduce naturalness. Further results are discussed, which inform the requirements for animation algorithms.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-04-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140626660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Decoding Functional Brain Data for Emotion Recognition: A Machine Learning Approach","authors":"Emine Elif Tülay, Tuğçe Ballı","doi":"10.1145/3657638","DOIUrl":"https://doi.org/10.1145/3657638","url":null,"abstract":"<p>The identification of emotions is an open research area and has a potential leading role in the improvement of socio-emotional skills such as empathy, sensitivity, and emotion recognition in humans. The current study aimed to use Event Related Potential (ERP) components (N100, N200, P200, P300, early Late Positive Potential (LPP), middle LPP, and late LPP) of EEG data for the classification of emotional states (positive, negative, neutral). EEG data were collected from 62 healthy individuals over 18 electrodes. An emotional paradigm with pictures from the International Affective Picture System (IAPS) was used to record the EEG data. A linear Support Vector Machine (C=0.1) was used to classify emotions, and a forward feature selection approach was used to eliminate irrelevant features. The early LPP component, which was the most discriminative among all ERP components, had the highest classification accuracy (70.16%) for identifying negative and neutral stimuli. The classification of negative versus neutral stimuli had the best accuracy (79.84%) when all ERP components were used as a combined feature set, followed by positive versus negative stimuli (75.00%) and positive versus neutral stimuli (68.55%). Overall, the combined ERP component feature sets outperformed single ERP component feature sets for all stimulus pairings in terms of accuracy. These findings are promising for further research and development of EEG-based emotion recognition systems.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140611976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bennie Bendiksen, Nana Lin, JieHyun Kim, Funda Durupinar
{"title":"Assessing Human Reactions in a Virtual Crowd Based on Crowd Disposition, Perceived Agency, and User Traits","authors":"Bennie Bendiksen, Nana Lin, JieHyun Kim, Funda Durupinar","doi":"10.1145/3658670","DOIUrl":"https://doi.org/10.1145/3658670","url":null,"abstract":"<p>Immersive virtual environments populated by real and virtual humans provide valuable insights into human decision-making processes under controlled conditions. Existing literature indicates elevated comfort, higher presence, and a more positive user experience when virtual humans exhibit rich behaviors. Based on this knowledge, we conducted a web-based, interactive study, in which participants were embodied within a virtual crowd with complex behaviors driven by an underlying psychological model. While participants interacted with a group of autonomous humanoid agents in a shopping scenario similar to Black Friday, the platform recorded their non-verbal behaviors. In this independent-subjects study, we investigated behavioral and emotional variances across participants with diverse backgrounds focusing on two conditions: perceived agency and the crowd’s emotional disposition. For perceived agency, one group of participants was told that the other crowd members were avatars controlled by humans, while another group was told that they were artificial agents. For emotional disposition, the crowd behaved either in a docile or hostile manner. The results suggest that the crowd’s disposition and specific participant traits significantly affected certain emotions and behaviors. For instance, participants collected fewer items and reported a higher increase of negative emotions when placed in a hostile crowd. However, perceived agency did not yield any statistically significant effects.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140594042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Color Hint-guided Ink Wash Painting Colorization with Ink Style Prediction Mechanism","authors":"Yao Zeng, Xiaoyu Liu, Yijun Wang, Junsong Zhang","doi":"10.1145/3657637","DOIUrl":"https://doi.org/10.1145/3657637","url":null,"abstract":"<p>We propose an end-to-end generative adversarial network that allows for controllable ink wash painting generation from sketches by specifying the colors via color hints. To the best of our knowledge, this is the first study for interactive Chinese ink wash painting colorization from sketches. To help our network understand the ink style and artistic conception, we introduced an ink style prediction mechanism for our discriminator, which enables the discriminator to accurately predict the style with the help of a pre-trained style encoder. We also designed our generator to receive multi-scale feature information from the feature pyramid network for detail reconstruction of ink wash painting. Experimental results and user study show that ink wash paintings generated by our network have higher realism and richer artistic conception than existing image generation methods.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Matti Pouke, Elmeri Uotila, Evan G. Center, Kalle G. Timperi, Alexis P. Chambers, Timo Ojala, Steven M. LaValle
{"title":"Adaptation to Simulated Hypergravity in a Virtual Reality Throwing Task","authors":"Matti Pouke, Elmeri Uotila, Evan G. Center, Kalle G. Timperi, Alexis P. Chambers, Timo Ojala, Steven M. LaValle","doi":"10.1145/3643849","DOIUrl":"https://doi.org/10.1145/3643849","url":null,"abstract":"<p>According to previous research, humans are generally poor at adapting to earth-discrepant gravity, especially in Virtual Reality (VR), which cannot simulate the effects of gravity on the physical body. Most of the previous VR research on gravity adaptation has used perceptual or interception tasks, although adaptation to these tasks seems to be especially challenging compared to tasks with a more pronounced motor component. This paper describes the results of two between-subjects studies (<i>n</i> = 60 and <i>n</i> = 42) that investigated adaptation to increased gravity simulated by an interactive VR experience. The experimental procedure was identical in both studies: In the adaptation phase, one group was trained to throw a ball at a target using Valve Index motion controllers in gravity that was simulated at five times of earth’s gravity (hypergravity group), whereas another group threw at a longer-distance target under normal gravity (normal gravity group) so that both groups had to exert the same amount of force when throwing (approximated manually in Study 1 and mathematically in Study 2). Then, in the measurement phase, both groups repeatedly threw a virtual ball at targets in normal gravity. In this phase, the trajectory of the ball was hidden at the moment of release so that the participants had to rely on their internal model of gravity to hit the targets rather than on visual feedback. Target distances were placed within the same range for both groups in the measurement phase. According to our preregistered hypotheses, we predicted that the hypergravity group would display worse overall throwing accuracy, and would specifically overshoot the target more often than the normal gravity group. Our experimental data supported both hypotheses in both studies. The findings indicate that training an interactive task in higher simulated gravity led participants in both studies to update their internal gravity models, and therefore, some adaptation to higher gravity did indeed occur. However, our exploratory analysis also indicates that the participants in the hypergravity group began to gradually regain their throwing accuracy throughout the course of the measurement phase.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2024-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139690250","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Snipta Mallick, Géraldine Jeckeln, Connor J Parde, Carlos D Castillo, Alice J O'Toole
{"title":"The Influence of the Other-Race Effect on Susceptibility to Face Morphing Attacks.","authors":"Snipta Mallick, Géraldine Jeckeln, Connor J Parde, Carlos D Castillo, Alice J O'Toole","doi":"10.1145/3618113","DOIUrl":"10.1145/3618113","url":null,"abstract":"<p><p>Facial morphs created between two identities resemble both of the faces used to create the morph. Consequently, humans and machines are prone to mistake morphs made from two identities for either of the faces used to create the morph. This vulnerability has been exploited in \"morph attacks\" in security scenarios. Here, we asked whether the \"other-race effect\" (ORE)-the human advantage for identifying own- vs. other-race faces-exacerbates morph attack susceptibility for humans. We also asked whether face-identification performance in a deep convolutional neural network (DCNN) is affected by the race of morphed faces. Caucasian (CA) and East-Asian (EA) participants performed a face-identity matching task on pairs of CA and EA face images in two conditions. In the morph condition, different-identity pairs consisted of an image of identity \"A\" and a 50/50 morph between images of identity \"A\" and \"B\". In the baseline condition, morphs of different identities never appeared. As expected, morphs were identified mistakenly more often than original face images. Of primary interest, morph identification was substantially worse for cross-race faces than for own-race faces. Similar to humans, the DCNN performed more accurately for original face images than for morphed image pairs. Notably, the deep network proved substantially more accurate than humans in both cases. The results point to the possibility that DCNNs might be useful for improving face identification accuracy when morphed faces are presented. They also indicate the significance of the race of a face in morph attack susceptibility in applied settings.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.9,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11315460/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42985574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pontus Ebelin, Gyorgy Denes, Tomas Akenine-Möller, Kalle Åström, Magnus Oskarsson, William H. McIlhagga
{"title":"Estimates of Temporal Edge Detection Filters in Human Vision","authors":"Pontus Ebelin, Gyorgy Denes, Tomas Akenine-Möller, Kalle Åström, Magnus Oskarsson, William H. McIlhagga","doi":"10.1145/3639052","DOIUrl":"https://doi.org/10.1145/3639052","url":null,"abstract":"<p>Edge detection is an important process in human visual processing. However, as far as we know, few attempts have been made to map the <i>temporal</i> edge detection filters in human vision. To that end, we devised a user study and collected data from which we derived estimates of human temporal edge detection filters based on three different models, including the derivative of the infinite symmetric exponential function and temporal contrast sensitivity function. We analyze our findings using several different methods, including extending the filter to higher frequencies than were shown during the experiment. In addition, we show a proof of concept that our filter may be used in spatiotemporal image quality metrics by incorporating it into a flicker detection pipeline.</p>","PeriodicalId":50921,"journal":{"name":"ACM Transactions on Applied Perception","volume":null,"pages":null},"PeriodicalIF":1.6,"publicationDate":"2023-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139062172","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}