When a moving object collides with an object at rest, people immediately perceive a causal event: i.e., the first object has launched the second object forwards. However, when the second object's motion is delayed...
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ISBN:
(纸本)9781538633663
When a moving object collides with an object at rest, people immediately perceive a causal event: i.e., the first object has launched the second object forwards. However, when the second object's motion is delayed, or is accompanied by a collision sound, causal impressions attenuate and strengthen. Despite a rich literature on causal perception, researchers have exclusively utilized 2D visual displays to examine the launching effect. It remains unclear whether people are equally sensitive to the spatiotemporal properties of observed collisions in the real world. The present study first examined whether previous findings in causal perception with audiovisual inputs can be extended to immersive 3D virtual environments. We then investigated whether perceived causality is influenced by variations in the spatial position of an auditory collision indicator. We found that people are able to localize sound positions based on auditory inputs in VR environments, and spatial discrepancy between the estimated position of the collision sound and the visually observed impact location attenuates perceived causality.
We propose a systematic learning-based approach to the generation of massive quantities of synthetic 3D scenes and arbitrary numbers of photorealistic 2D images thereof, with associated ground truth information, for t...
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We propose a notion of affordance that takes into account physical quantities generated when the human body interacts with real-world objects, and introduce a learning framework that incorporates the concept of human ...
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We propose a notion of affordance that takes into account physical quantities generated when the human body interacts with real-world objects, and introduce a learning framework that incorporates the concept of human ...
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ISBN:
(纸本)9781467388511
We propose a notion of affordance that takes into account physical quantities generated when the human body interacts with real-world objects, and introduce a learning framework that incorporates the concept of human utilities, which in our opinion provides a deeper and finer-grained account not only of object affordance but also of people's interaction with objects. Rather than defining affordance in terms of the geometric compatibility between body poses and 3D objects, we devise algorithms that employ physicsbased simulation to infer the relevant forces/pressures acting on body parts. By observing the choices people make in videos (particularly in selecting a chair in which to sit) our system learns the comfort intervals of the forces exerted on body parts (while sitting). We account for people's preferences in terms of human utilities, which transcend comfort intervals to account also for meaningful tasks within scenes and spatiotemporal constraints in motion planning, such as for the purposes of robot task planning.
Both synthetic static and simulated dynamic 3D scene data is highly useful in the fields of computervision and robot task planning. Yet their virtual nature makes it difficult for real agents to interact with such da...
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We propose a notion of affordance that takes into account physical quantities generated when the human body interacts with real-world objects, and introduce a learning framework that incorporates the concept of human ...
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ISBN:
(纸本)9781467388528
We propose a notion of affordance that takes into account physical quantities generated when the human body interacts with real-world objects, and introduce a learning framework that incorporates the concept of human utilities, which in our opinion provides a deeper and finer-grained account not only of object affordance but also of people's interaction with objects. Rather than defining affordance in terms of the geometric compatibility between body poses and 3D objects, we devise algorithms that employ physics-based simulation to infer the relevant forces/pressures acting on body parts. By observing the choices people make in videos (particularly in selecting a chair in which to sit) our system learns the comfort intervals of the forces exerted on body parts (while sitting). We account for people's preferences in terms of human utilities, which transcend comfort intervals to account also for meaningful tasks within scenes and spatiotemporal constraints in motion planning, such as for the purposes of robot task planning.
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