Research in the perception of depth in augmented and virtual reality has reported a consistent underestimation of egocentric depth with regard to stationary objects located along the ground plane. However, there has b...
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Distances are systematically underestimated in the virtual environments. In this work we explore the possibility of shifting the angular the angular declination from the horizon as a way of manipulating perceived dist...
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Several experiments have provided evidence that ego-centric distances are perceived as compressed in immersive virtual environments relative to the real world. The principal factors responsible for this phenomenon hav...
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perception principles have been incorporated into rendering algorithms in order to optimize rendering computation and produce photorealistic images from a human rather than a machine point of view. In order to economi...
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Non-photorealistic rendering (NPR) is a representational technique that allows communicating the essence of a design while giving the viewer the sense that the design is open to change. Our research aims to address th...
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Although people are quite accurate in visually perceiving absolute egocentric distances in real environments up to 20m, they usually underestimate distances in virtual environments presented through head-mounted displ...
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We conducted two experiments to investigate effects of scale changes on distance perception in virtual environments. In both experiments, participants first made distance estimates with feedback in a virtual tunnel (a...
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Human locomotion is known to be influenced by observation of another person's gait. For example, athletes often synchronize their step in long distance races. However, how interaction with a virtual runner affects...
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visualizations of 3D spatial structures use various techniques such as user controlled interactions or 2D projection views to convey the structure to users. Researchers have shown that motion cues can help assimilate ...
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In this paper, our aim is to determine factors that influence the perceived sex of virtual characters. In Experiment 1, four different model types were used: highly realistic male and female models, an androgynous cha...
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In this paper, our aim is to determine factors that influence the perceived sex of virtual characters. In Experiment 1, four different model types were used: highly realistic male and female models, an androgynous character, and a point light walker. Three different types of motion were applied to all models: motion captured male and female walks, and neutral synthetic walks. We found that both form and motion influence sex perception for these characters: for neutral synthetic motions, form determines perceived sex, whereas natural motion affects the perceived sex of both androgynous and realistic forms. These results indicate that the use of neutral walks is better than creating ambiguity by assigning an incongruent motion. In Experiment 2 we investigated further the influence of body shape and motion on realistic male and female models and found that adding stereotypical indicators of sex to the body shapes influenced sex perception. Also, that exaggerated female body shapes influences sex judgements more than exaggerated male shapes. These results have implications for variety and realism when simulating large crowds of virtual characters.
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