The proceedings contain 45 papers from the 1stsymposium on appliedperception in graphics and visualization, apgv 2004. The topics discussed include: recalibration of rotational locomotion in immersive virtual enviro...
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ISBN:
(纸本)1581139144
The proceedings contain 45 papers from the 1stsymposium on appliedperception in graphics and visualization, apgv 2004. The topics discussed include: recalibration of rotational locomotion in immersive virtual environments;distance perception in real and virtual environments;vision realistic rendering: simulation of the scanned foveal image from wavefront data on human subjects;enhancing perceived depth in images via artistic matting;selective rendering of task related scenes;effective color coding of menu design for movie genres;observations of visual and audio coaching methods in a virtual laparoscopic training environment;selective rendering of task related sceness and causes of depth perception errors.
The use of space perception and cues to distance in virtual reality (VR) is discussed. The real world viewed through an head mounted displays (HMD) by attaching a video camera to a V8 HMD. It was found that the Teghts...
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ISBN:
(纸本)1581139144
The use of space perception and cues to distance in virtual reality (VR) is discussed. The real world viewed through an head mounted displays (HMD) by attaching a video camera to a V8 HMD. It was found that the Teghtsoonians' effect can be replicated in VR using verbal measures, but dose not influence visually directed walking. The results show that despite the shortcomings of HMDs in representing the scale of space, the geometry of visual space revealed in VR otherwise bears a striking resemblance to that found in real environment.
The use of lightness perception inspired tone mapping to keep perceptual correct brightness impression without manual tuning is discussed. The concept of this method is to divide the scene into areas of consistent lum...
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ISBN:
(纸本)1581139144
The use of lightness perception inspired tone mapping to keep perceptual correct brightness impression without manual tuning is discussed. The concept of this method is to divide the scene into areas of consistent luminace and to independently map the source luminance in each framework relative to the value perceived as white. The frameworks are then merged retaining the relation of perceived brightness between them. The inclusion of the self-luminosity effect prevents the compression of highlights and thus maintains the impression of dynamism, whereas linear mapping guarantees faithful reproduction of contrast and color especially visible in the outdoor part.
The individual differences in depth and size perception of stereo wall displays were discussed. Subject's size and distance estimation of spheres in the virtual and real world was compared to try quantify the impa...
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ISBN:
(纸本)1581139144
The individual differences in depth and size perception of stereo wall displays were discussed. Subject's size and distance estimation of spheres in the virtual and real world was compared to try quantify the impact of extraretinal inflow. The signal sent from the ocular muscles to the brain giving information on convergence and accommodation is called extra-retinal inflow. It was hypothesized that there's a need to focus on the plane of the stereo display while converging on the stereo image. It was predicted that any information.
The use of visual and audio cues in the training environment in order to provide a more efficient learning process was discussed. The study was carried out using three coaching types which include, No Coaching (NC), V...
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ISBN:
(纸本)1581139144
The use of visual and audio cues in the training environment in order to provide a more efficient learning process was discussed. The study was carried out using three coaching types which include, No Coaching (NC), Visual Coaching (VC), and Audio Coaching (AC). Subjects were asked to perform five trials with a particular coaching type and 5 more trials after the coaching was removed. It was found that the VC subjects showed the greatest improvement in total time, total path length, and depth perception after the visual cues were removed. It was also observed that the motion of the probe tips during the task became less smooth with practices.
An automated method of performing manipulations on facial video recordings and its applications to investigate human dynamic face perception was developed. The known camera parameters, head shape and rigid head pose f...
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ISBN:
(纸本)1581139144
An automated method of performing manipulations on facial video recordings and its applications to investigate human dynamic face perception was developed. The known camera parameters, head shape and rigid head pose for each recorded video frame allowed registration of texels in the texture map of the actor's head model with corresponding pixels in each video frame. The resulting manipulated texture for each video frame was reapplied to an actor's head model and the model was rendered either in isolation with altered rigid head motion or head shape, for manipulating the original facial texture of the video clip. The effects of motion on facial expression using a paradigm used in face recognition experiments was also investigated.
Possible methods for facilitating a more accurate perception of egocentric distance in immersive virtual environments (IVE) were developed. Two elements that were considered in the experiment include: to remove the po...
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ISBN:
(纸本)1581139144
Possible methods for facilitating a more accurate perception of egocentric distance in immersive virtual environments (IVE) were developed. Two elements that were considered in the experiment include: to remove the possibility of cognitive dissonance associated with the present virtual environment be different from the real environment and to analyze whether users be provided with short-range haptic feedback about the presence, size, and spatial location of a real object in the virtual environment. It was found that people walked more slowly in the IVE. It was also found that virtual environment (VE) was rendered in full three-dimensional (3D) using photorealistic textures, and was colocated with the real world environment.
The influence of the response measure, rather than perceptual variables, on absolute distance perception in real and virtual environments (VE) were examined. Two environments such as a real and virtual hallway and two...
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ISBN:
(纸本)1581139144
The influence of the response measure, rather than perceptual variables, on absolute distance perception in real and virtual environments (VE) were examined. Two environments such as a real and virtual hallway and two measures such as throwing and walking in a mixed between- and within- subject design were used for examination. It was found that both throwing and walking measures were compressed in the VE but accurate in the real world. Results demonstrated that two different visually directed actions showed similar results in real and virtual environments. It was suggested that distance compression found in VEs could be the result of a general perceptual bias rather than specific to the response measure.
The goal of this project was to determine if advanced rendering methods such as global illumination allow more accurate discrimination of shape differences than standard rendering methods such as OpenGL. To address th...
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ISBN:
(纸本)1581139144
The goal of this project was to determine if advanced rendering methods such as global illumination allow more accurate discrimination of shape differences than standard rendering methods such as OpenGL. To address these questions, we conducted two psychophysical experiments to measure observers' sensitivity to shape differences between a physical model and rendered images of the model. Two results stand out: The rendering method used has a significant effect on the ability to discriminate shape. In particular, under the conditions tested, global illumination rendering improves sensitivity to shape differences. Further, viewpoint appears to have an effect on the ability to discriminate shape. In most of the cases studied, sensitivity to small shape variations was poorer when the rendering and model viewpoints were different. The results of this work have important implications for our understanding of human shape perception and for the development of rendering tools for computer-aided design.
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