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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 ...
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 ...
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 ...
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 ...
RIT-Eyes: Rendering of near-eye images for eye-tracking applications
- Nitinraj Nair,
- Rakshit Kothari,
- Aayush K. Chaudhary,
- Zhizhuo Yang,
- Gabriel J. Diaz,
- Jeff B. Pelz,
- Reynold J. Bailey
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 ...
A Study of Perceptual and Cognitive Models Applied to Prediction of Eye Gaze within Statistical Graphs
- Mark A. Livingston,
- Laura E. Matzen,
- Andre Harrison,
- Alex Lulushi,
- Mikaila Daniel,
- Megan Dass,
- Derek Brock,
- Jonathan W. Decker
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 ...
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 ...
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 ...
Far Distance Estimation in Mixed Reality
- Holly C. Gagnon,
- Lauren Buck,
- Taylor N. Smith,
- Gayathri Narasimham,
- Jeanine Stefanucci,
- Sarah H. Creem-Regehr,
- Bobby Bodenheimer
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 ...
Comparing Gamepad and Naturally-mapped Controller Effects on Perceived Virtual Reality Experiences
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 ...
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 ...
An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR
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 ...
The Effects of Gender and the Presence of Third-Party Humans on Telepresence Camera Height Preferences
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 ...
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 ...
The impact of stylization on face recognition
- Nicolas Olivier,
- Ludovic Hoyet,
- Fabien Danieau,
- Ferran Argelaguet,
- Quentin Avril,
- Anatole Lecuyer,
- Philippe Guillotel,
- Franck Multon
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 ...
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 ...
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 ...
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 ...
Index Terms
- ACM Symposium on Applied Perception 2020