Virtual environments provide people with the opportunity to experience places and situations remote from their actual physical surroundings. However, we cannot expect spatial representation in virtual environments to ...
ISBN:
(纸本)9781595939814
Virtual environments provide people with the opportunity to experience places and situations remote from their actual physical surroundings. However, we cannot expect spatial representation in virtual environments to be as accurate as spatial representation in physical environments. One reason for this is that perceived distance is systematically underestimated in virtual environments. The precise reasons for this are unknown. This work uses the bisection method shown in Bodenheimer et al. [2007] to study the perceived distance in virtual environments. In the virtual environment, distance bisection involves subjects adjusting an avatar using a joystick until they feel that the avatar bisects the distance between themselves and a target avatar. Bodenheimer et al. [2007] examine errors resulting from judging the bisection at 15m and 30m. We examine errors resulting from judging the bisection from five different distances: 3m, 7.5m, 15m, 22.5m, and 30m. We observe a linear relationship between the amount of foreshortening in judging the midpoint and distance. Additionally, perceiving a virtual representation of one's self in the virtual environment makes subjects significantly more accurate at judging the midpoint at 3m. However, for distances greater than 7.5m we find that asking people to use their virtual representation to judge the bisection leads to a significant increase in the amount of foreshortening.
3d shape and scene layout are often misperceived when viewing stereoscopic displays. For example, viewing from the wrong distance alters an object's perceived size and shape. It is crucial to understand the causes...
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ISBN:
(纸本)9781595939814
3d shape and scene layout are often misperceived when viewing stereoscopic displays. For example, viewing from the wrong distance alters an object's perceived size and shape. It is crucial to understand the causes of such misperceptions so one can determine the best approaches for minimizing them. The standard model of misperception is geometric. The retinal images are calculated by projecting from the stereo images to the viewer's eyes. Rays are back-projected from corresponding retinal-image points into space and the ray intersections are determined. The intersections yield the coordinates of the predicted percept. We develop the mathematics of this model. In many cases its predictions are close to what viewers perceive. There are three important cases, however, in which the model fails: 1) when the viewer's head is rotated about a vertical axis relative to the stereo display (yaw rotation);2) when the head is rotated about a forward axis (roll rotation);3) when there is a mismatch between the camera convergence and the way in which the stereo images are displayed. In these cases, most rays from corresponding retinal-image points do not intersect, so the standard model cannot provide an estimate for the 3d percept. Nonetheless, viewers in these situations have coherent 3d percepts, so the visual system must use another method to estimate 3d structure. We show that the non-intersecting rays generate vertical disparities in the retinal images that do not arise otherwise. Findings in vision science show that such disparities are crucial signals in the visual system's interpretation of stereo images. We show that a model that incorporates vertical disparities predicts the percepts associated with improper viewing of stereoscopic displays. Improving the model of misperceptions will aid the design and presentation of 3d displays.
In order to better understand how scene motion is perceived in immersive virtual environments and to provide guidelines for designing more useable systems, we measured sensitivity to scene motion for different phases ...
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ISBN:
(纸本)9781595939814
In order to better understand how scene motion is perceived in immersive virtual environments and to provide guidelines for designing more useable systems, we measured sensitivity to scene motion for different phases of quasi-sinusoidal head yaw motions. We measured and compared scene-velocity thresholds for nine subjects across three conditions: visible With head rotation (W) where the scene is presented during the center part of sinusoidal head yaws and the scene moves in the same direction the head is rotating, visible Against head rotation (A) where the scene is presented during the center part of sinusoidal head yaws and the scene moves in the opposite direction the head is rotating, and visible at the Edge of head rotation (E) where the scene is presented at the extreme of sinusoidal head yaws and the scene moves during the time that head direction changes. The W condition had a significantly higher threshold (decreased sensitivity) than both the E and A conditions. The median threshold for the W condition was 2.1 times the A condition and 1.5 times the E condition. We did not find a significant difference between the E and A conditions, although there was a trend for the A thresholds to be less than the E thresholds. An Equivalence Test showed the A and E thresholds to be statistically equivalent. Our results suggest the phase of user's head yaw should be taken into account when inserting additional scene motion into immersive virtual environments if one does not want users to perceive that motion. In particular, there is much more latitude for artificially and imperceptibly rotating a scene, as in Razzaque's redirecting walking technique, in the same direction of head yaw than against the direction of yaw. The implications for maximum end-to-end latency in a head-mounted display is that users are less likely to notice latency when beginning a head yaw (when the scene moves with the head) than when slowing down a head yaw (when the scene moves against the hea
The proceedings contain 28 papers. The topics discussed include: Stevens dot patterns for 2D flow visualization;minification influences spatial judgments in virtual environments;updating orientation in large virtual e...
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ISBN:
(纸本)1595934294
The proceedings contain 28 papers. The topics discussed include: Stevens dot patterns for 2D flow visualization;minification influences spatial judgments in virtual environments;updating orientation in large virtual environments using scaled translational gain;discrimination and estimation of time-to-contact for approaching traffic using a desktop environment;categorization of natural scenes: local vs. global information;evaluation of supra-threshold perceptual metrics for 3D models;perception of image motion during head movement;a comparison of immersive HMD, fish tank VR and fish tank with haptics displays for volume visualization;large displays enhance spatial knowledge of a virtual environment;color perception of 3D objects: constancy with respect to variation of surface gloss;contrast enhancement of images using human contrast sensitivity;semantic 3D motion retargeting for facial animation;and the evaluation of stylized facial expressions.
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...
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ISBN:
(纸本)9781595936707
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.
Uncertainty constitutes a major obstacle to effective decision making. This work presents perceptual and cognitive principles from Tufte, Chambers and Bertin as well as results from user experiments for the theoretica...
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An experiment to determine factors that influence the perceived sex of virtual characters was conducted. Four different model types were used: highly realistic male and female models, an androgynous character, and a p...
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For humans, it is useful to be able to visually detect an object's physical properties. One potentially important source of information is the way the object moves and interacts with other objects in the environme...
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