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.
Proceeding Downloads
Perception of strength and power of realistic male characters
- Anna C. Wellerdiek,
- Martin Breidt,
- Michael N. Geuss,
- Stephan Streuber,
- Uwe Kloos,
- Michael J. Black,
- Betty J. Mohler
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
Evoking and assessing vastness in virtual environments
- Greg Rauhoeft,
- Markus Leyrer,
- William B. Thompson,
- Jeanine K. Stefanucci,
- Roberta L. Klatzky,
- Betty J. Mohler
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
Myo arm: swinging to explore a VE
- Morgan McCullough,
- Hong Xu,
- Joel Michelson,
- Matthew Jackoski,
- Wyatt Pease,
- William Cobb,
- William Kalescky,
- Joshua Ladd,
- Betsy Williams
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 ...
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 ...
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 ...
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. ...
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 ...
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-...
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 ...
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 ...
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 ...
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 ...
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 ...
The effect of interpersonal familiarity on cooperation in a virtual environment
- Haley Adams,
- Chelsey Thompson,
- David Thomas,
- Farah Sharis,
- Catherine Grace Jernigan,
- Corrie Moore,
- Betsy Williams
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 ...
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 ...