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SAP '15: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception
ACM2015 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SAP '15: ACM Symposium on Applied Perception 2015 Tübingen Germany September 13 - 14, 2015
ISBN:
978-1-4503-3812-7
Published:
13 September 2015
Sponsors:

Bibliometrics
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Abstract

It is our pleasure to present the proceedings of the ACM Symposium on Applied Perception (SAP) held at the Max Planck Institute for Biological Cybernetics in Tübingen, Germany, September 13-14, 2015. SAP, formerly known as APGV, aims to advance and promote research that crosses the boundaries between perception and disciplines such as graphics, visualization and vision. Our twelfth annual event includes exciting new research from all of these disciplines. As is customary for SAP, conferences held in odd years are typically hosted in Europe.

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SESSION: Avatars & faces
research-article
Perception of strength and power of realistic male characters

We investigated the influence of body shape and pose on the perception of physical strength and social power for male virtual characters. In the first experiment, participants judged the physical strength of varying body shapes, derived from a ...

short-paper
Avatar preference selection in game design based on color theory

Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment ...

short-paper
Perception of personality through eye gaze of realistic and cartoon models

In this paper, we conducted a perceptual experiment to determine if specific personality traits can be portrayed through eye and head movement in the absence of other facial animation cues. We created a collection of eye and head motions captured from ...

SESSION: Materials & color
research-article
Analyzing and predicting anisotropic effects of BRDFs

The majority of the materials we encounter in the real-world have variable reflectance when rotated along a surface normal. This view and illumination azimuthally-variable behavior is known as visual anisotropy. Such behavior can be represented by a ...

research-article
Multimodal perception of material properties

The human ability to perceive materials and their properties is a very intricate multisensory skill and as such not only an intriguing research subject, but also an immense challenge when creating realistic virtual presentations of materials. In this ...

research-article
Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth

Physical simulation and rendering of cloth is widely used in 3D graphics applications to create realistic and compelling scenes. However, cloth animation can be slow to compute and difficult to specify. In this paper, we present a set of experiments in ...

SESSION: Distance and size in virtual environments
short-paper
Egocentric distance perception in the Oculus Rift (DK2)

Perceiving an accurate sense of absolute scale is important for the utility of virtual environments (VEs). Research shows that absolute egocentric distances are underestimated in VEs compared to the same judgments made in the real world, but there are ...

short-paper
Evoking and assessing vastness in virtual environments

Many have experienced vastness, the feeling when the visual space seems to extend without limits away from you, making you feel like a small element within the space. For over 200 years, people have been writing about this experience, for example ...

short-paper
The effects of minification and display field of view on distance judgments in real and HMD-based environments

Distance perception is important for many virtual reality applications, and numerous studies have found underestimated egocentric distances in head-mounted display (HMD) based virtual environments. Applying minification to imagery displayed in HMDs is a ...

SESSION: Stereo & high frame rate
research-article
What makes 2D-to-3D stereo conversion perceptually plausible?

Different from classic reconstruction of physical depth in computer vision, depth for 2D-to-3D stereo conversion is assigned by humans using semi-automatic painting interfaces and, consequently, is often dramatically wrong. Here we seek to better ...

research-article
Evaluation of the impact of high frame rates on legibility in S3D film

There is growing interest in capturing and projecting movies at higher frame rates than the traditional 24 frames per second. Yet there has been little scientific assessment of the impact of higher frame rates (HFR) on the perceived quality of cinema ...

research-article
4-D spatial perception established through hypercube recognition tasks using interactive visualization system with 3-D screen

We have developed an interactive 4-D visualization system that employed the principal vanishing points operation as a method to control the movement of the eye-point and the change in the viewing direction in 4-D space. Different from conventional 4-D ...

SESSION: Artefact visibility and guided attention
research-article
Using full reference image quality metrics to detect game engine artefacts

Contemporary game engines offer an outstanding graphics quality but they are not free from visual artefacts. A typical example is aliasing, which, despite advanced antialiasing techniques, is still visible to the game players. Essential deteriorations ...

research-article
Evaluating the local visibility of geometric artifacts

Several perceptually-based quality metrics have been introduced to predict the global impact of geometric artifacts on the visual appearance of a 3D model. They usually produce a single score that reflects the global level of annoyance caused by the ...

research-article
Automatic target prediction and subtle gaze guidance for improved spatial information recall

Humans rely heavily on spatial information to perform everyday tasks. Developing good spatial understanding is highly dependent on how the viewer's attention is deployed to specific locations in a scene. Bailey et al. [2009] showed that it is possible ...

SESSION: Mixed reality
research-article
Myo arm: swinging to explore a VE

In this paper, we use an inexpensive wearable device called the Myo armband (199 USD) to implement a simple arm swinging algorithm that allows a user to freely explore an HMD-based virtual environment. Using a spatial orientation task we directly ...

short-paper
The effect of avatar model in stepping off a ledge in an immersive virtual environment

Animated digital self-representations of the user in an immersive virtual environment, a self-avatar, have been shown to aid in perceptual judgments in the virtual environment and to provide critical information for people deciding what actions they can ...

research-article
Dyadic interactions with avatars in immersive virtual environments: high fiving

Collaborative immersive virtual environments allow the behavior of one user to be observed by other users. In particular, behavior of users in such an environment is represented by each user possessing a self-avatar, a digital representation of ...

short-paper
Open Access
Remembering the physical as virtual: source confusion and physical interaction in augmented reality

This study explored whether people misremember having seen a physical object when they actually had viewed a virtual one in augmented reality (and vice versa). Participants viewed uniquely shaped objects in a virtual form or a physical, 3D-printed form. ...

POSTER SESSION: Poster abstracts
abstract
CG aided makeup design to understand and manipulate the impression of facial look and attractiveness

Facial color and texture make the impressions of facial look and attractiveness (e.g. gorgeous, sophisticated and warm-hearted). These impressions can be affected by facial makeups, including face foundation, lip-makeup, eye-makeup, eyebrow-makeup, and ...

abstract
Depth-based subtle gaze guidance in virtual reality environments

Virtual reality headsets and immersive head-mounted displays have become commonplace and have found their applications in digital gaming, film and education. An immersive perception is created by surrounding the user of the VR system with photo-...

abstract
Directional thermal perception for wearable device

Recently, there has been an increasing research interest on thermal feedback. This includes utilizing thermal systems as simple messaging tools, such as: a system that uses temperature to present the importance of messages [Wilson G. 2012] and help ...

abstract
Do cartoons feel pain?: using the virtual hand illusion to test human response to degrees of realism

Virtual reality has reached the consumer market and exhibited the potential to become a large social and commercial platform for mainstream markets. New, low-cost devices for virtual reality or mixed reality such as the Oculus Rift, Sony's Project ...

abstract
Evaluating the Uncanny valley with the implicit association test

Despite the elusive term "Uncanny Valley", research in the area of appealing virtual humans approaching realism continues. The theory suggests that characters lose appeal when they approach photorealism (e.g., [MacDorman et al. 2009]). Realistic virtual ...

abstract
Improving redirection with dynamic reorientations and gains

In head-mounted display systems, the confined size of the tracked space limits users from navigating larger virtual environments than the tracked physical space. Previous work suggests this constraint could be broken by asking users to back up or turn ...

abstract
Integration and evaluation of emotion in an articulatory speech synthesis system

We convey a tremendous amount of information vocally. In addition to the obvious exchange of semantic information, we unconsciously vary a number of acoustic properties of the speech wave to provide information about our emotions, thoughts, and ...

abstract
The effect of interpersonal familiarity on cooperation in a virtual environment

Immersive virtual environments (VEs) allow people to experience situations which because of danger, expense, time, or distance would not otherwise be available. Moreover, IVEs have been shown to be useful tools for learning and training. However, there ...

abstract
Walking on foot to explore a virtual environment with uneven terrain

Immersive virtual environments (IVEs) provide an opportunity for humans to learn and to experience a place, which because of time, distance, danger, or expense, would not otherwise be available. Since navigation is the most common way users interact ...

Contributors
  • Carnegie Mellon University
  • U.S. Army Research Laboratory
  • Michigan Technological University
  • Rhodes College
  • University of Cambridge

Recommendations

Acceptance Rates

Overall Acceptance Rate43of94submissions,46%
YearSubmittedAcceptedRate
SAP '13542241%
SAP '12402153%
Overall944346%