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 25 papers. The topics discussed include: hybrid image-/model-based gaze-contingent rendering;psychophysics for perception of (In)determinate art;psychophysical investigation of facial expressio...
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ISBN:
(纸本)159593670X
The proceedings contain 25 papers. The topics discussed include: hybrid image-/model-based gaze-contingent rendering;psychophysics for perception of (In)determinate art;psychophysical investigation of facial expressions using computer animated faces;a statistical approach for image difficulty estimation in X-ray screening using image measurements;redesign of classic information visualization techniques in an artistic computing perspective;simulation and optimization of display visibility;cognitive evaluation of uncertainty visualization methods for decision making;incorporating visual attention into mesh simplification techniques;action-based slant perception in real and virtual environments;redundancy reduction in 3D facial motion capture data for animation;perceptual uniformity of contrast scaling in complex images;3D facial expression analysis and deformation;and spatial properties of light fields in natural scenes.
In this paper, we present an effective transfer function (TF) design for multivariate volume, providing tightly coupled views of parallel coordinates plot (PCP), MDS-based dimension projection plots, and volume render...
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In this paper, we present an effective transfer function (TF) design for multivariate volume, providing tightly coupled views of parallel coordinates plot (PCP), MDS-based dimension projection plots, and volume rendered image space. In our design, the PCP showing the data distribution of each variate dimension and the MDS showing reduced dimensional features are integrated seamlessly to provide flexible feature classification for the user without context switching between different data presentations. Our proposed interface enables users to identify interested clusters and assign optical properties with lassos, magic wand and other tools. Furthermore, sketching directly on the volume rendered images has been implemented to probe and edit features. To achieve interactivity, octree partitioning with Gaussian Mixture Model (GMM), and other data reduction techniques are applied. Our experiments show that the proposed method is effective for multidimensional TF design and data exploration.
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 paper introduces a solution for enhancing depth perception in a given 3D computer-generated scene. For this purpose, we propose a framework that decides on the suitable depth cues for a given scene and the render...
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ISBN:
(纸本)9781450302487
This paper introduces a solution for enhancing depth perception in a given 3D computer-generated scene. For this purpose, we propose a framework that decides on the suitable depth cues for a given scene and the rendering methods which provide these cues. First, the system calculates the importance of each depth cue using a fuzzy logic based algorithm which considers the target tasks in the application and the spatial layout of the scene. Then, a knapsack model is constructed to keep the balance between the rendering costs of the graphical methods that provide these cues and their contibution to depth perception. This cost-profit analysis step selects the proper rendering methods. In this work, we also present several objective and subjective experiments which show that our automated depth enhancement system is statistically (p
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.
Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. In order to present a realistic stereoscopic view, the rendering system has to be adjusted to the characte...
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ISBN:
(纸本)9781450302487
Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. In order to present a realistic stereoscopic view, the rendering system has to be adjusted to the characteristics of the HMD, e. g., the display's field of view (FOV), as well as to characteristics that are unique for each user, in particular her interpupillary distance (IPD). Typically, the user's IPD is measured, and then applied to the virtual IPD used for rendering, assuming that the HMD's display units are correctly adjusted in front of the user's eyes. A discrepancy between the user's IPD and the virtual IPD may distort the perception of the VE. In this poster we analyze the user's perception of a VE in a HMD environment, which is displayed stereoscopically with different IPDs. We conducted an experiment to identify virtual IPDs that are identified as natural by subjects for different FOVs. In our experiment, subjects had to adjust the IPD for a rendered virtual replica of our real laboratory until perception of the virtual replica matched perception of the real laboratory. We found that the virtual IPDs subjects estimate as most natural are often not identical to their IPDs, and that the estimations were affected by the FOV of the HMD and the virtual FOV used for rendering.
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