skip to main content
10.1145/3385955acmconferencesBook PagePublication PagessapConference Proceedingsconference-collections
SAP '20: ACM Symposium on Applied Perception 2020
ACM2020 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SAP '20: ACM Symposium on Applied Perception 2020 Virtual Event USA September 12 - 13, 2020
ISBN:
978-1-4503-7618-1
Published:
12 September 2020
Sponsors:

Bibliometrics
Abstract

No abstract available.

Skip Table Of Content Section
SESSION: Session 1: Basic Perception
research-article
Open Access
Evaluating Perceptual Predictions based on Movement Primitive Models in VR- and Online-Experiments

We investigate the role of prediction in biological movement perception by comparing different representations of human movement in a virtual reality (VR) and online experiment. Predicting movement enables quick and appropriate action by both humans and ...

short-paper
The Interestingness of 3D Shapes

The perception of shapes and images are important areas that have been explored in previous research. While the problem of the interestingness of images has been explored, there is no previous work in the interestingness of 3D shapes to the best of our ...

SESSION: Session 2: Haptics
short-paper
Asymmetry of Grasp in Haptic Perception

In this paper we present evidence that human perception of grasp might be most dependent on the information retrieved during the inward latch rather than the release of objects. This research is motivated by a number of haptic simulations and devices ...

research-article
Incorporating the Perception of Visual Roughness into the Design of Mid-Air Haptic Textures

Ultrasonic mid-air haptic feedback enables the tactile exploration of virtual objects in digital environments. However, an object’s shape and texture is perceived multimodally, commencing before tactile contact is made. Visual cues, such as the spatial ...

SESSION: Session 3: Eye Gaze
research-article
RIT-Eyes: Rendering of near-eye images for eye-tracking applications

Deep neural networks for video-based eye tracking have demonstrated resilience to noisy environments, stray reflections, and low resolution. However, to train these networks, a large number of manually annotated images are required. To alleviate the ...

research-article
A Study of Perceptual and Cognitive Models Applied to Prediction of Eye Gaze within Statistical Graphs

In theory, visual saliency in a graph should be used to draw attention to its most important component(s). Thus salience is commonly viewed both as a basis for predicting where graph readers are likely to look, and as a core design technique for ...

SESSION: Session 4: Locomotion and Distance Estimation
short-paper
Effects of Brightness on Distance Judgments in Head Mounted Displays

Many HMD applications are improved when people perceive and act similarly in the virtual world as they would in an equivalent real environment. However, multiple studies show people underestimate egocentric distances in HMDs while being reasonably ...

research-article
Encoding Height: Egocentric Spatial Memory of Adults and Teens in a Virtual Stairwell

Commodity-level virtual reality equipment is now available to all ages. To better understand how cognitive development affects people’s spatial memory in virtual reality, we assess how adults (20-29 years old) and teenagers (14-17 years old) represent ...

research-article
Public Access
Far Distance Estimation in Mixed Reality

Mixed reality is increasingly being used for training, especially for tasks that are difficult for humans to perform such as far distance perception. Although there has been much prior work on the perception of distance in mixed reality, the majority of ...

SESSION: Session 5: Interaction
research-article
Comparing Gamepad and Naturally-mapped Controller Effects on Perceived Virtual Reality Experiences
Article No.: 10, pp 1–10https://doi.org/10.1145/3385955.3407923

A virtual reality (VR) system’s interface determines its corresponding interaction fidelity. While there exist several naturally-mapped interfaces, these have not been directly compared – in terms of presence, engagement, perceived performance, and real ...

short-paper
Open Access
A Front-Back Confusion Metric in Horizontal Sound Localization: The FBC Score

In sound localization experiments, currently used metrics for front-back confusion (FBC) analysis weight the occurring FBCs equally, regardless of their deviation from the cone of confusion. To overcome this limitation, we introduce the FBC Score. A ...

research-article
An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR
Article No.: 12, pp 1–10https://doi.org/10.1145/3385955.3407939

We detail the results of two experiments that empirically evaluate the efficiency of spatial selection performance of popular pointing and controller based direct 3D interaction within the participants’ maximum arms reach or personal space in an ...

SESSION: Session 6: Avatars I
research-article
Public Access
The Effects of Gender and the Presence of Third-Party Humans on Telepresence Camera Height Preferences
Article No.: 13, pp 1–10https://doi.org/10.1145/3385955.3407924

With the rise of immersive virtual reality and telepresence, it is important to understand the factors that contribute to creating an optimal user experience. In particular, there are divergent recommendations for setting camera heights in virtual ...

research-article
Novel Automotive Lamp Configurations: Computer-Based Assessment of Perceptual Efficiency

Perceptual studies on pedestrians and bicyclists have shown that highlighting the most informative features of the road user increases visibility in real-life traffic scenarios. As technological limitations on automotive lamp configurations are ...

research-article
The impact of stylization on face recognition

While digital humans are key aspects of the rapidly evolving areas of virtual reality, gaming, and online communications, many applications would benefit from using digital personalized (stylized) representations of users, as they were shown to highly ...

SESSION: Session 7: Avatars II
short-paper
Effect of Sense of Embodiment on Curvature Redirected Walking Thresholds

Redirected walking (RDW) allows users to explore a virtual environment larger than the physical tracking space by real walking. When RDW is applied within certain thresholds, users do not notice it and remain immersed in the virtual environment. There ...

short-paper
Open Access
Evalu-light: A practical approach for evaluating character lighting in real-time

The demand for cartoon animation content is on the rise, driven largely by social media, video conferencing and virtual reality. New content creation tools and the availability of open-source game engines allow characters to be animated by even novice ...

research-article
Walk Ratio: Perception of an Invariant Parameter of Human Walk on Virtual Characters

Synthesizing motions that look realistic and diverse is a challenging task in animation. Therefore, a few generic walking motions are typically used when creating crowds of walking virtual characters, leading to a lack of variations as motions are not ...

Contributors
  • Oregon State University
  • University of North Carolina Wilmington
Index terms have been assigned to the content through auto-classification.

Recommendations

Acceptance Rates

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