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.
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.
In the last decade, there has been a rapidly growing development of low-cost and commercial interactive systems, both for professional (e.g. scientific visualization, surgery, rehabilitation), and consumer application...
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ISBN:
(纸本)9781450308892
In the last decade, there has been a rapidly growing development of low-cost and commercial interactive systems, both for professional (e.g. scientific visualization, surgery, rehabilitation), and consumer applications (e.g. 3D cinema and videogames). Moreover, there is a recent interest towards the development of simple and affordable systems for motor and cognitive rehabilitation applications to allow patients to perform psychomotor rehabilitation exercises without having to leave their homes [Attygalle et al. 2008].
In standard computer graphics environments, there are numerous of tools to view and edit data. Those tools often use more than one view to support visualization and interaction more efficiently [Maple et al. 2004]. Ba...
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ISBN:
(纸本)9781450308892
In standard computer graphics environments, there are numerous of tools to view and edit data. Those tools often use more than one view to support visualization and interaction more efficiently [Maple et al. 2004]. Based on existing work of Coordinated Multiple Views (CMV) [Roberts 2007], our approach introduces atomic modifiers to coordinate views in 3D-applications. Adaptable to a given context, complex and flexible view adjustments can be achieved by combining modifiers. Thereby, users gain a deeper and better understanding of the visualized data.
We conducted a followup experiment to the work of Lin et al. [2011]. The experimental protocol was the same as that of Experiment Four in Lin et al. [2011] except the viewing condition was binocular instead of monocul...
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ISBN:
(纸本)9781450308892
We conducted a followup experiment to the work of Lin et al. [2011]. The experimental protocol was the same as that of Experiment Four in Lin et al. [2011] except the viewing condition was binocular instead of monocular. In that work there was no distance underestimation, as has been widely reported elsewhere, and we were motivated in this experiment to see if stereoscopic effects in head-mounted displays (HMDs) accounted for this effect.
We present a new method to visualize uncertain scalar data fields by combining color scale visualization techniques with animated, perceptually adapted Perlin noise. The parameters of the Perlin noise are controlled b...
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The aim of this work is to enable the simulation of the experience of short-time glare effects in a driving simulator by adjusting the display contrast according to human perception. The simulation is displayed on a s...
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ISBN:
(纸本)9781450308892
The aim of this work is to enable the simulation of the experience of short-time glare effects in a driving simulator by adjusting the display contrast according to human perception. The simulation is displayed on a standard LDR-monitor under of- fice conditions and the prevailing illumination is incorporated. As contrast perception is highly subjective, a psychophysical experi- ment was performed under realistic night driving conditions, in- cluding background illumination as well as a representative driving situation to permit realistic driving behavior.
For real-time animation of characters, Level of Detail (LOD) techniques are usually deployed to achieve optimal efficiency and realism. Tools that can aid an application designer or developer to deploy simplification ...
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Whenever we move, we gain experience with how changes in visual flow are related to movement through the environment. One way that researchers have studied these perception-action linkages is through perturbing the no...
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ISBN:
(纸本)9781450308892
Whenever we move, we gain experience with how changes in visual flow are related to movement through the environment. One way that researchers have studied these perception-action linkages is through perturbing the normal relationship between perception and action [Kunz et al. 2009;Rieser et al. 1995]. In these studies, people experience an optic flow rate that is manipulated to be significantly faster or slower than their walking rate. Comparison of distance estimates from before and after this recalibration experience typically shows that people who experience faster optic flow undershoot targets at posttest and people who experience slower optic flow overshoot targets at posttest. Here, we examined how experience with mismatched perception and action (i.e., faster or slower optic flow) in a virtual environment affects subsequent distance estimation in the same virtual environment and in a similar real environment. Of particular interest was whether perception-action coupling is more malleable in the virtual environment than in the real environment.
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