This work investigated how humans integrate visual information with object knowledge for interception behavior. When attempting to intercept a moving object using only monocular visual information, the optimal interce...
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The illusion of self-motion induced by moving visual stimuli ("vection") has typically been attributed to low-level, bottom-up perceptual processes. Therefore, past research has focused primarily on examinin...
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ISBN:
(纸本)1595931392
The illusion of self-motion induced by moving visual stimuli ("vection") has typically been attributed to low-level, bottom-up perceptual processes. Therefore, past research has focused primarily on examining how physical parameters of the visual stimulus (contrast, number of vertical edges etc.) affect vection. Here, we investigated whether higher-level cognitive and top-down processes - namely global scene consistency and spatial presence - also contribute to the illusion. These factors were indirectly manipulated by presenting either a natural scene (the Tübingen market place) or various scrambled and thus globally inconsistent versions of the same stimulus. Due to the scene scrambling, the stimulus could no longer be perceived as a consistent 3D scene, which was expected to decrease spatial presence and thus impair vection. Twelve naive observers were asked to indicate the onset, intensity, and convincingness of circular vection induced by rotating visual stimuli presented on a curved projection screen (FOV: 54°×45°). Spatial presence was assessed using presence questionnaires. As predicted, scene scrambling impaired both vection and presence ratings for all dependent measures. Neither type nor severity of scrambling, however, showed any clear effect. The data suggest that higher-level information (the interpretation of the globally consistent stimulus as a 3D scene and stable reference frame) dominated over the low-level (bottom-up) information (more contrast edges in the scrambled stimuli, which are known to facilitate vection). Results suggest a direct relation between spatial presence and self-motion perception. We posit that stimuli depicting globally consistent, naturalistic scenes provide observers with a convincing spatial reference frame for the simulated environment which allows them to feel "spatially present" therein. We propose that this, in turn, increases the believability of the visual stimuli as a stable "scene" with respect to which visual moti
The proceedings contain 45 papers from the 1st symposium 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 1st symposium 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 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 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 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.
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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