When the sine-wave grating of a Gabor patch drifts to the left or right, the perceived position of the entire object is shifted in the direction of local motion. In the current paper, we explored whether active contro...
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The proceedings contain 33 papers. The topics discussed include: statistical regularities in low and high dynamic range images;a reassessment of the simultaneous dynamic range of the human visual system;measuring the ...
ISBN:
(纸本)9781450302487
The proceedings contain 33 papers. The topics discussed include: statistical regularities in low and high dynamic range images;a reassessment of the simultaneous dynamic range of the human visual system;measuring the perception of light inconsistencies;evaluating effectiveness of illustrative visualization of schematic diagrams for maintenance tasks;analysis of disparity distortions in omnistereoscopic displays;how does presentation method and measurement protocol affect distance estimation in real and virtual environments?;egocentric distance judgments in a large screen display immersive virtual environment;can i pass?: using affordances to measure perceived size in virtual environments;a system for exploring large virtual environments that combines scaled translational gain and interventions;saliency for animated meshes with material properties;and perception of linear and nonlinear motion properties using a FACS validated 3D facial model.
Poorly designed charts are prevalent in reports, magazines, books and on the Web. Most of these charts are only available as bitmap images;without access to the underlying data it is prohibitively difficult for viewer...
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We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We...
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ISBN:
(纸本)9781450308892
We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We varied the field of view (real), scan direction (real), blind walking method (real and virtual), and self-representation (virtual) over distances of 4 meters to 7 meters. The field of view varied between 21.1° and 13.6°. The scan direction varied between near-to-far scanning and far-to-near scanning. The blind walking method varied between direct blind walking and an indirect method of blind walking that matched the geometry of our laboratory. We varied self-representation between having a self-avatar (a fully tracked, animated, and first-person perspective of the user), having a static avatar (a mannequin avatar that did not move), to having no avatar (a disembodied camera view of the virtual environment). In the real environment, we find an effect of field of view; participants performed more accurately with larger field of view. In both real and virtual environments, we find an effect of blind walking method; participants performed more accurately in direct blind walking. We do not find an effect of distance underestimation in any environment, nor do we find an effect of self-representation.
In this work, different techniques for the generation of shadows and reflections have been compared in terms of the perceived quality by the final user. Results show that, for the analyzed scenarios, users do not pres...
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ISBN:
(纸本)9781450302487
In this work, different techniques for the generation of shadows and reflections have been compared in terms of the perceived quality by the final user. Results show that, for the analyzed scenarios, users do not present a clear preference for the images generated with the more sophisticated techniques.
By uncertainty, we define an archaeological expert's level of confidence in an interpretation deriving from gathered evidence. Archaeologists and computer scientists have urged caution in the use of 3D for archaeo...
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ISBN:
(纸本)9781450302487
By uncertainty, we define an archaeological expert's level of confidence in an interpretation deriving from gathered evidence. Archaeologists and computer scientists have urged caution in the use of 3D for archaeological reconstructions because the availability of other possible hypotheses is not always being acknowledged. This poster presents a 3D visualization system of archaeological uncertainty.
This course presents timely, relevant examples on how researchers have leveraged perceptual information for optimization of rendering algorithms, to better guide design and presentation in (3D stereoscopic) display me...
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ISBN:
(纸本)9781450303958
This course presents timely, relevant examples on how researchers have leveraged perceptual information for optimization of rendering algorithms, to better guide design and presentation in (3D stereoscopic) display media, and for improved visualization of complex or large data sets. Each presentation will provide references and short overviews of cutting-edge current research pertaining to that area. We will ensure that the most up-to-date research examples are presented by sourcing information from recent perception and graphics conferences and journals such as acm Transactions on perception, paying particular attention work presented at the 2010 symposium on appliedperception in graphics and visualization.
Sequence comparison is a fundamental task in the biological sciences. Scientists often need to understand the similarities and differences between genetic sequences to understand evolution, to infer common function, o...
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ISBN:
(纸本)9781450302487
Sequence comparison is a fundamental task in the biological sciences. Scientists often need to understand the similarities and differences between genetic sequences to understand evolution, to infer common function, or identify differences. Because the sequences are too long for manual examination, scientists rely on alignment tools that automatically identify subsequences that match between the sequences being compared. Numerous approaches for displaying and exploring alignments exist, and have been incorporated into a wide variety of tools. See [Procter et al. 2010] for a survey of several existing approaches.
Virtual Reality prototyping can be used early in a design process, in order to question observers about the aesthetics of future vehicles, without the need for physical mock-ups. However, it is suspected that numerica...
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ISBN:
(纸本)9781450302487
Virtual Reality prototyping can be used early in a design process, in order to question observers about the aesthetics of future vehicles, without the need for physical mock-ups. However, it is suspected that numerical display formats and solutions are not all equivalent, concerning the physical dimensions an observer is able to appreciate. This question is particularly acute, if one considers the transferability of conclusions reached using virtual prototyping to the real outcome of the design process.
In this paper we explore the ability of the human visual system to detect inconsistencies in the illumination of objects in images. We specifically focus on objects being lit from different angles as the rest of the i...
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