Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization最新文献
Frank Steinicke, G. Bruder, K. Hinrichs, M. Lappe, B. Ries, V. Interrante
{"title":"Transitional environments enhance distance perception in immersive virtual reality systems","authors":"Frank Steinicke, G. Bruder, K. Hinrichs, M. Lappe, B. Ries, V. Interrante","doi":"10.1145/1620993.1620998","DOIUrl":"https://doi.org/10.1145/1620993.1620998","url":null,"abstract":"Several experiments have provided evidence that ego-centric distances are perceived as compressed in immersive virtual environments relative to the real world. The principal factors responsible for this phenomenon have remained largely unknown. However, recent experiments suggest that when the virtual environment (VE) is an exact replica of a user's real physical surroundings, the person's distance perception improves. Furthermore, it has been shown that when users start their virtual reality (VR) experience in such a virtual replica and then gradually transition to a different VE, their sense of presence in the actual virtual world increases significantly. In this case the virtual replica serves as a transitional environment between the real and virtual world.\u0000 In this paper we examine whether a person's distance estimation skills can be transferred from a transitional environment to a different VE. We have conducted blind walking experiments to analyze if starting the VR experience in a transitional environment can improve a person's ability to estimate distances in an immersive VR system. We found that users significantly improve their distance estimation skills when they enter the virtual world via a transitional environment.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"24 1","pages":"19-26"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91150106","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}
{"title":"Display size does not affect egocentric distance perception of naturalistic stimuli","authors":"B. Riecke, Pooya Amini Behbahani, C. Shaw","doi":"10.1145/1620993.1620997","DOIUrl":"https://doi.org/10.1145/1620993.1620997","url":null,"abstract":"Although people are quite accurate in visually perceiving absolute egocentric distances in real environments up to 20m, they usually underestimate distances in virtual environments presented through head-mounted displays (HMDs). Several previous studies examined different potential factors, but none of these factors could convincingly explain the observed distance compressionin HMDs. In this study, we investigated the potential influence of naturalistic stimulus presentation and display size -- a factor largely overlooked in previous studies. To this end, we used an indirect blindfolded walking task to previously-seen targets. Participants viewed photos of targets located at various distances on the ground through different-sized displays (HMD, 24\" monitor, and 50\" screen) and walked without vision to where they thought the location of the target was. Real-world photographs were used to avoid potential artifacts of computer-graphics stimuli. Displays were positioned to provide identical fields of view (32° x 24°). Distance judgments were unexpectedly highly accurate and showed no signs of distance compression for any of the displays. Moreover, display size did not affect distance perception, and performance was virtually identical to a real world baseline, where real-world targets were viewed through 32° x 24° field of view restrictors. A careful analysis of potential underlying factors suggests that the typically-observed distance compression for HMDs might be overcome by using naturalistic real-world stimuli. This might also explain why display size did not affect distance judgments.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":" 12","pages":"15-18"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91515167","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}
{"title":"An alternative selection method for pie menus: selection by borders","authors":"Mario H. Urbina, A. Huckauf","doi":"10.1145/1620993.1621020","DOIUrl":"https://doi.org/10.1145/1620993.1621020","url":null,"abstract":"Pie menus offer several features, which are advantageous especially for gaze control. However, one disadvantage is still that pies are usually to be selected by dwell times. An alternative is selection by borders. We compared selection by borders and selection by dwell times. Novices performed well with both, but selecting via selection borders produced lower error rates than the standard dwell time selection.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"39 1","pages":"126"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73687304","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}
Jianye Lu, Alexandra Garr-Schultz, Julie Dorsey, H. Rushmeier
{"title":"A psychophysical study of dominant texture detection","authors":"Jianye Lu, Alexandra Garr-Schultz, Julie Dorsey, H. Rushmeier","doi":"10.1145/1620993.1621027","DOIUrl":"https://doi.org/10.1145/1620993.1621027","url":null,"abstract":"Images of everyday scenes are frequently used as input for texturing 3D models in computer graphics. Such images include both the texture desired and other extraneous information. In our previous work [Lu et al. 2009], we defined dominant texture as a large homogeneous region in an input sample image and proposed an automatic method to detect dominant textures based on diffusion distance manifolds. In this work, we explore the identification of cases where diffusion distance manifolds fail, and consider the best alternative method for such cases.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"23 1","pages":"133"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73455662","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}
{"title":"A case study evaluation: perceptually accurate textured surface models","authors":"G. Ward, M. Glencross","doi":"10.1145/1620993.1621015","DOIUrl":"https://doi.org/10.1145/1620993.1621015","url":null,"abstract":"This paper evaluates a new method for capturing surfaces with variations in albedo, height, and local orientation using a standard digital camera with three flash units. Similar to other approaches, captured areas are assumed to be globally flat and largely diffuse. Fortunately, this encompasses a wide array of interesting surfaces, including most materials found in the built environment, e.g., masonry, fabrics, floor coverings, and textured paints. We present a case study of naïve subjects who found that surfaces captured with our method, when rendered under novel lighting and view conditions, were statistically indistinguishable from photographs. This is a significant improvement over previous methods, to which our results are also compared.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"78 1","pages":"109-115"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77420133","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}
{"title":"Quality assessment of fractalized NPR textures: a perceptual objective metric","authors":"P. Bénard, J. Thollot, F. Sillion","doi":"10.1145/1620993.1621016","DOIUrl":"https://doi.org/10.1145/1620993.1621016","url":null,"abstract":"Texture fractalization is used in many existing approaches to ensure the temporal coherence of a stylized animation. This paper presents the results of a psychological user-study evaluating the relative distortion induced by a fractalization process of typical medium textures. We perform a ranking experiment, assess the agreement among the participant and study the criteria they used. Finally we show that the average co-occurrence error is an efficient quality predictor in this context.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"16 1","pages":"117-120"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91288845","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}
T. Nguyen, Christine J. Ziemer, Timofey Grechkin, Benjamin Chihak, J. Plumert, J. Cremer, J. Kearney
{"title":"Effects of scale change on distance perception in virtual environments","authors":"T. Nguyen, Christine J. Ziemer, Timofey Grechkin, Benjamin Chihak, J. Plumert, J. Cremer, J. Kearney","doi":"10.1145/1620993.1620999","DOIUrl":"https://doi.org/10.1145/1620993.1620999","url":null,"abstract":"We conducted two experiments to investigate effects of scale changes on distance perception in virtual environments. In both experiments, participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently sized environment (test). We examined two types of scale changes. In the \"Tunnel Scaled\" conditions, only the size of the tunnel changed from adaptation to test. In the \"All Scaled\" conditions, both the tunnel and target sizes changed from adaptation to test, along with the distance between the targets. Both experiments were carried out in an HMD. In the first experiment, participants made distance estimates by moving to targets via a joystick. In the \"All Scaled\" condition, participants overshot relative to adaptation when going from a large to a small environment, and they undershot relative to adaptation when going from a small to a large environment. We found almost no effects of scale change in either direction when only the tunnel was scaled at test. Experiment 2 was the same except that subjects made distance estimates via blindfolded walking. The pattern of results was the same, though the size of the overshoot/undershoot was attenuated. The discussion focuses on explanations for the effects of scale changes on distance estimates.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"66 1","pages":"27-34"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73757973","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}
Allan G. Rempel, W. Heidrich, Hiroe Li, Rafał K. Mantiuk
{"title":"Video viewing preferences for HDR displays under varying ambient illumination","authors":"Allan G. Rempel, W. Heidrich, Hiroe Li, Rafał K. Mantiuk","doi":"10.1145/1620993.1621004","DOIUrl":"https://doi.org/10.1145/1620993.1621004","url":null,"abstract":"Recent high dynamic range (HDR) display devices provide significantly greater output brightness and dynamic range compared to conventional display technology. A possible concern for the extended use of HDR displays is the potential to cause visual fatigue. Furthermore, ambient illumination has a significant effect on the perception of the imagery displayed, and its impact on user preferences for brightness and contrast must be understood.\u0000 In our work we examine these issues by conducting two user studies. In each study, subjects watched video content on an HDR display in several different ambient illumination environments, and were asked to adjust the brightness and black level of the display to their preference. Subjects were also given questionnaires to document their observations and subjective preferences as well as any visual fatigue they may have experienced. We found that subjects experienced minimal visual fatigue, and also found statistically significant differences in preferred display settings under different ambient lighting conditions.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"1 1","pages":"45-52"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89411940","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}
Jonathan W. Kelly, Matthew D. Calderwood, T. McNamara, Bobby Bodenheimer
{"title":"The contributions of self-motion cues and room shape during navigation through virtual environments","authors":"Jonathan W. Kelly, Matthew D. Calderwood, T. McNamara, Bobby Bodenheimer","doi":"10.1145/1620993.1621031","DOIUrl":"https://doi.org/10.1145/1620993.1621031","url":null,"abstract":"Spatial updating, the process of updating one's perceived orientation and location during movement, is critical to many spatial behaviors relevant to navigation. This experiment investigated the relative influences of two types of cues during spatial updating: self-motion cues and environmental shape cues. Self-motion cues by themselves are noisy and often result in cumulative spatial updating errors, and room shape cues by themselves are often ambiguous (e.g., a square room that is geometrically equivalent from four perspectives).","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"74 1","pages":"137"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85718974","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}
{"title":"A schema-based selective rendering framework","authors":"A. Zotos, K. Mania, N. Mourkoussis","doi":"10.1145/1620993.1621011","DOIUrl":"https://doi.org/10.1145/1620993.1621011","url":null,"abstract":"Perception principles have been incorporated into rendering algorithms in order to optimize rendering computation and produce photorealistic images from a human rather than a machine point of view. In order to economize on rendering computation, selective rendering guides high level of detail to specific regions of a synthetic scene and lower quality to the remaining scene, without compromising the level of information transmitted. Scene regions that have been rendered in low and high quality can be combined to form one complete scene. Such decisions are guided by predictive attention modeling, gaze or task-based information. We propose a novel selective rendering approach which is task and gaze-independent, simulating cognitive creation of spatial hypotheses. Scene objects are rendered in varying polygon quality according to how they are associated with the context (schema) of the scene. Experimental studies in synthetic scenes have revealed that consistent objects which are expected to be found in a scene can be rendered in lower quality without affecting information uptake. Exploiting such expectations, inconsistent items which are salient require a high level of rendering detail in order for them to be perceptually acknowledged. The contribution of this paper is an innovative x3D-based selective rendering framework based on memory schemas and implemented through metadata enrichment.","PeriodicalId":89458,"journal":{"name":"Proceedings APGV : ... Symposium on Applied Perception in Graphics and Visualization. Symposium on Applied Perception in Graphics and Visualization","volume":"31 1","pages":"85-92"},"PeriodicalIF":0.0,"publicationDate":"2009-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87443505","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}