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1
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- Amy Gooch and Peter Willemsen
- University of Utah
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2
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- Enable us to test the human visual system (HVS) in environments which
would otherwise be difficult to generate
- However, what kind of effects does the information provided in the
immersive environment have on the HVS?
- Depth, scale, and distance should be properly presented
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3
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- Ferwerda at ACM Campfire on Perceptually Adaptive Graphics
- Physical Realism
- Photographic Realism
- Functional Realism
- A subset of NPR
- Communicate viewer invariant information
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4
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- Does the functional realism of NPR impart a sense of space when used in
immersive environments?
- Previously looked to artists for how to convey
- Should look to perceptual psychologists on what to convey
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5
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- Where?
- In the world
- Relative to viewer
- How big?
- Scale
- Motion
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6
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- Is this true? (insert picture here)
- Why is it true?
- Can we do anything about it?
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7
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8
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9
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- Spatial organization
- Visual cues from one may not help the other
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10
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11
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12
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- What (spatial) information is potentially available?
- What (spatial) information in images do viewers use?
- What can you accurately convey in CG?
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13
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- Can’t (shouldn’t) consider visual perception in isolation
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14
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- Perceptual Psychologists
- Rieser et al. 1990 (Vanderbilt University)
- Loomis et al. 1992 (UCSB)
- Philbeck and Loomis 1997
- Witmer and Kline 1998
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15
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16
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- We want to:
- Examine perception of absolute egocentric distances in immersive
environments
- Absolute egocentric distance refers to the actual metric distance
between an observer and an external object
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17
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- How to test for perception of absolute egocentric distance?
- Verbal reporting subject to bias
- Directed action tasks:
- Previous research has shown that people are accurate at judging
distances between 2 and 25 meters
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18
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- Direct walking task:
- Subject asked to build a “good image” of environment, concentrating on
target
- With subject blindfold/HMD screen blanked subject walks purposefully to the target location
and stop when standing on the target
- Subject doesn’t receive feedback
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19
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- Pretest:
- Random-dot stereogram eye test
- Checked for 20/20 vision with Snellen Chart
- Read instructions
- Listen and watch experimenter give an example of the task
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20
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- Equipment and training:
- Subjects wear white-noise generating mono-headphones to help remove
localization
- Collar to physically
restrict view of feet
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21
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- Equipment and training:
- Practice walking blindfold with collar and headphones (5 minutes)
- Lead blindfolded into experiment area
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22
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- Perceived egocentric distances in real and immersive environments using
an action task
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23
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- Subjects view environment and target, then walk without vision
(blindfolded) to perceived location of target
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24
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- nVision Datavisor Hi-Res
- 1280 x 1024 interlaced CRT
- 52o Field of View, 100% stereo overlap
- Rendered on SGI Onxy2 R12k, 2 IR pipes
- IPD: 6.5cm, M=6.22, [5.25, 7.0]
- At least 25 fps
- Intersense IS600-Mark2 Tracker (5’x10’)
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25
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26
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- Distances: 2m, 3.5m, 5m
- 6 males, 6 females
- 2 conditions:
- Real world
- Feature lines VR
- 12 trials per condition, including 3 practice trials
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27
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28
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29
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30
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- Our study shows that simple NPR worlds can at least produce distance
estimation in the same ball park as shown by previous studies (50-70%)
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31
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- Running experiments is hard and must be done correctly to be of value
to the computer graphics and psychology community
- Instructions must be consistent and carefully worded
- Collaborate with psychologists
- Help determine number of subjects, number of trials, etc.
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32
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- What does it take to make an NPR environment communicate as much as a
traditionally rendered environment?
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33
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- Pete Willemsen & Bill Thompson
- Sarah Creem-Regehr, John Rieser, Herb Pick, Jack Loomis for attempting
to teach me about perceptual psychology
- Bruce Gooch
- Alias|Wavefront for Maya
- NSF CDA-9623614 and 58500700
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34
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- Second Annual SIGGRAPH NPR BOF
- When: Sunday, July 21, 2002
- Where: Patio Room at the Menger
Hotel,
- San Antonio, Texas
- Time: 8:30pm ---
- See http://www.cs.utah.edu/npr
for details
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35
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- Cue
- Accomodation
- Binocular convergence
- Binocular disparity
- Familiar size
- Relative size
- Linear perspective
- Height in picture
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36
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- Cue
- Ariel perspective
- Motion parallax
- Relative motion
- Texture gradients
- Shading
- Occlusion
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37
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38
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- Ocular Information
- accomodation, convergence
- Stereoscopic Information
- Dynamic Information
- Motion parallax, moving observer/object, accretion/deletion of texture
- Pictorial Information
- linear perspective, position
relative to horizon, relative size, familiar size, texture gradients,
edge interpolation, shading, aerial perspective...
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39
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40
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41
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- Moving Observer
- Moving Object
- Accretion/Deletion of Texture
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42
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- Accomodation
- (Add pictorial example, how it
applies to immersive environments)
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43
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- Convergence
- (Add pictorial example, how affects HMD)
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44
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45
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- Convergence of Parallel Lines
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46
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- Position Relative to Horizon on Surface
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47
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48
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49
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50
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51
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52
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53
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- Immersive Environments
- Functional NPR
- Space and Depth Perception
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