The proceedings contain 28 papers. The topics discussed include: perception of strength and power of realistic male characters;avatar preference selection in game design based on color theory;perception of personality...
ISBN:
(纸本)9781450338127
The proceedings contain 28 papers. The topics discussed include: perception of strength and power of realistic male characters;avatar preference selection in game design based on color theory;perception of personality through eye gaze of realistic and cartoon models;analyzing and predicting anisotropic effects of BRDFs;multimodal perception of material properties;sackcloth or silk? the impact of appearance vs dynamics on the perception of animated cloth;egocentric distance perception in the oculus Rift (DK2);evoking and assessing vastness in virtual environments;the effects of minification and display field of view on distance judgments in real and HMD-based environments;evaluation of the impact of high frame rates on legibility in S3D film;and 4-D spatial perception established through hypercube recognition tasks using interactive visualization system with 3-D screen.
Facebook's purchase of Oculus VR in 2014 ushered in a new era of consumer virtual reality head-mounted displays (HMDs). Converging technological advancements in small, high-resolution displays and motion-detection...
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ISBN:
(纸本)9781450343831
Facebook's purchase of Oculus VR in 2014 ushered in a new era of consumer virtual reality head-mounted displays (HMDs). Converging technological advancements in small, high-resolution displays and motion-detection devices propelled VR beyond the purview of high-tech research laboratories and into the mainstream. However, technological hurdles still remain. As more consumer grade products develop, user comfort and experience will be of the utmost importance. One of the biggest issues for HMDs that lack external tracking is drift in the user position and rotation sensors. Drift can cause motion sickness and make stationary items in the virtual environment to appear to shift in position. For developers who seek to design VR experiences that are rooted in real environments, drift can create large errors in positional tracking if left uncorrected over time. Although much of the current VR hardware makes use of external tracking devices to mitigate positional and rotational drift, the creation of head-mounted displays that can operate without the use of extremal tracking devices would make VR hardware more portable and flexible, and may therefore be a goal for future development. Until technology advances sufficiently to completely overcome the hardware problems that cause drift, software solutions are a viable option to correct for it. It may be possible to speed up and slow down users as they move though the virtual world in order to bring their tracked position back into alignment with their position in the real world. If speed changes can be implemented without users noticing the alteration, it may offer a seamless solution that does not interfere with the VR experience. In Experiments 1 and 2, we artificially introduced speed changes that made users move through the VR environment either faster than or slower than their actual real-world speed. Users were tasked with correctly identifying when they were moving at the correct true-to-life speed when compared to an alt
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. Wh...
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Simulating the behavior of crowds of artificial entities that have humanoid embodiments has become an important element in computer graphics and special effects. However, many important questions remain in relation to...
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A pervasive artifact that occurs when visualizing 3D content is the so-called "cardboarding" effect, where objects appear flat due to depth compression, with relatively little research conducted to perceptua...
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Delivering appealing virtual characters conveying personality is becoming extremely important in the entertainment industry and beyond. A theory called the 'Uncanny Valley' has been used to describe the phenom...
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The proceedings contain 31 papers. The topics discussed include: using eye-tracking to assess different image retargeting methods;modeling and animating eye blinks;measuring gaze depth with an eye tracker during stere...
ISBN:
(纸本)9781450308892
The proceedings contain 31 papers. The topics discussed include: using eye-tracking to assess different image retargeting methods;modeling and animating eye blinks;measuring gaze depth with an eye tracker during stereoscopic display;computational visual attention systems and their cognitive foundation: a survey;perceiving alterations in trajectories while throwing in a virtual environment;peripheral visual information and its effect on distance judgments in virtual and augmented environments;the influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments;evaluation of walking in place on a wii balance board to explore a virtual environment;bimodal perception of audio-visual material properties for virtual environments;and perceptual considerations for motion blur rendering.
High quality global illumination can enhance the visual perception of depth cue and local thickness of volumetric data but it is seldom used in scientific visualization because of its high computational cost. This pap...
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Environment maps are commonly used in computer graphics to approximate the appearance of smoothly curved surfaces with mirror-like reflectance. Perceiving the shape of such surfaces is a challenging task for the visua...
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ISBN:
(纸本)9781450322621
Environment maps are commonly used in computer graphics to approximate the appearance of smoothly curved surfaces with mirror-like reflectance. Perceiving the shape of such surfaces is a challenging task for the visual system, however, because the image intensities are determined both by the surface shape and by the environment [Fleming et al. 2004]. Here we extend our recent study of the perception of qualitative shape of mirror surfaces [Faisman and Langer 2013] by examining more closely how qualitative shape perception varies with the environment maps that are used.
One popular area of research in data visualization is using streamlines to display flow fields, which depict the movement of fluids through a space. Most of the research to date has focused on external visualizations;...
ISBN:
(纸本)9781450322621
One popular area of research in data visualization is using streamlines to display flow fields, which depict the movement of fluids through a space. Most of the research to date has focused on external visualizations; that is, observing flow fields from outside the boundaries of the data set (e.g., Tao et al. [2013]). This research explores the efficacy of visualizing flow fields internally using an algorithm we developed to automatically compute paths through flow field interiors that provide a high degree of useful information.
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