3,521 research outputs found

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Lightness, Brightness, and Transparency in Optical See-Through Augmented Reality

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    Augmented reality (AR), as a key component of the future metaverse, has leaped from the research labs to the consumer and enterprise markets. AR optical see-through (OST) devices utilize transparent optical combiners to provide visibility of the real environment as well as superimpose virtual content on top of it. OST displays distinct from existing media because of their optical additivity, meaning the light reaching the eyes is composed of both virtual content and real background. The composition results in the intended virtual colors being distorted and perceived transparent. When the luminance of the virtual content decreases, the perceived lightness and brightness decrease, and the perceived transparency increases. Lightness, brightness, and transparency are modulated by one physical dimension (luminance), and all interact with the background and each other. In this research, we aim to identify and quantify the three perceptual dimensions, as well as build mathematical models to predict them. In the first part of the study, we focused on the perceived brightness and lightness with two experiments: a brightness partition scaling experiment to build brightness scales, and a diffuse white adjustment experiment to determine the absolute luminance level required for diffuse white appearances on 2D and 3D AR stimuli. The second part of the research targeted at the perceived transparency in the AR environment with three experiments. The transparency was modulated by the background Michelson contrast reduction in either average luminance or peak-to-peak luminance difference to investigate, and later illustrated, the fundamental mechanism evoking transparency perception. The first experiment measured the transparency detection thresholds and confirmed that contrast sensitivity functions with contrast adaptation could model the thresholds. Subsequently, the transparency perception was investigated through direct anchored scaling experiment by building perceived transparency scales from the virtual content contrast ratio to the background. A contrast-ratio-based model was proposed predicting the perceived transparency scales. Finally, the transparency equivalency experiment between the two types of contrast modulation confirmed the mechanism difference and validated the proposed model

    Modelling Surround-aware Contrast Sensitivity for HDR Displays

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    Despite advances in display technology, many existing applications rely on psychophysical datasets of human perception gathered using older, sometimes outdated displays. As a result, there exists the underlying assumption that such measurements can be carried over to the new viewing conditions of more modern technology. We have conducted a series of psychophysical experiments to explore contrast sensitivity using a state-of-the-art HDR display, taking into account not only the spatial frequency and luminance of the stimuli but also their surrounding luminance levels. From our data, we have derived a novel surroundaware contrast sensitivity function (CSF), which predicts human contrast sensitivity more accurately. We additionally provide a practical version that retains the benefits of our full model, while enabling easy backward compatibility and consistently producing good results across many existing applications that make use of CSF models. We show examples of effective HDR video compression using a transfer function derived from our CSF, tone-mapping, and improved accuracy in visual difference prediction

    Modeling Color Appearance in Augmented Reality

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    Augmented reality (AR) is a developing technology that is expected to become the next interface between humans and computers. One of the most common designs of AR devices is the optical see-through head- mounted display (HMD). In this design, the virtual content presented on the displays embedded inside the device gets optically superimposed on the real world which results in the virtual content being transparent. Color appearance in see-through designs of AR is a complicated subject, because it depends on many factors including the ambient light, the color appearance of the virtual content and color appearance of the real background. Similar to display technology, it is vital to control the color appearance of content for many applications of AR. In this research, color appearance in the see-through design of augmented reality environment is studied and modeled. Using a bench-top optical mixing apparatus as an AR simulator, objective measurements of mixed colors in AR were performed to study the light behavior in AR environment. Psychophysical color matching experiments were performed to understand color perception in AR. These experiments were performed first for simple 2D stimuli with single color both as background and foreground and later for more visually complex stimuli to better represent real content that is presented in AR. Color perception in AR environment was compared to color perception on a display which showed they are different from each other. The applicability of the CAM16 color appearance model, one of the most comprehensive current color appearance models, in AR environment was evaluated. The results showed that the CAM16 is not accurate in predicting the color appearance in AR environment. In order to model color appearance in AR environment, four approaches were developed using modifications in tristimulus and color appearance spaces, and the best performance was found to be for Approach 2 which was based on predicting the tristimulus values of the mixed content from the background and foreground color

    A Study of the effect of surround and ambient lighting conditions on CRT screen colors

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    The use of CRT monitors as a soft copy proof in color electronic pre-press systems (CEPS) has become common. This has raised some question as to the appropriate viewing conditions for such terminals. This writing discusses the effects of ambient illumination as well as screen surround conditions on optical, psychophysical, and physical characteristics of CRT colors in a complex color field. A review of related literature, specifically those studies of chromatic adaptation, and effects of surround conditions on brightness, hue, and saturation is included. These studies are compared to the experimental data and both an ambient light model and surround transform are derived

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    The effects of color contrast on performance of the WAIS-R digit symbol subtest

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    Color contrast has been shown to aid in visual search tasks using electronic displays, while the research regarding the usefulness of color contrast in aiding visual search using a paper medium is mixed. The present study questions whether subjects’ performance will improve on a paper task where the search target is in high color contrast when compared with a task where the target color does not differ from the rest of the search field. Thirty-nine adults with normal vision were administered two forms of the WAIS-R digit symbol subtest, one with low chromatic contrast and one with high chromatic contrast, in a within-subjects design. No significant difference was found in performance on the two tasks. Explanations offered for these results include the effects of surround luminance, contrast of saturation, and short-term visual memory

    Brilliance, contrast, colorfulness, and the perceived volume of device color gamut

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    With the advent of digital video and cinema media technologies, much more is possible in achieving brighter and more vibrant colors, colors that transcend our experience. The challenge is in the realization of these possibilities in an industry rooted in 1950s technology where color gamut is represented with little or no insight into the way an observer perceives color as a complex mixture of the observer’s intentions, desires, and interests. By today’s standards, five perceptual attributes – brightness, lightness, colorfulness, chroma, and hue - are believed to be required for a complete specification. As a compelling case for such a representation, a display system is demonstrated that is capable of displaying color beyond the realm of object color, perceptually even beyond the spectrum locus of pure color. All this begs the question: Just what is meant by perceptual gamut? To this end, the attributes of perceptual gamut are identified through psychometric testing and the color appearance models CIELAB and CIECAM02. Then, by way of demonstration, these attributes were manipulated to test their application in wide gamut displays. In concert with these perceptual attributes and their manipulation, Ralph M. Evans’ concept of brilliance as an attribute of perception that extends beyond the realm of everyday experience, and the theoretical studies of brilliance by Y. Nayatani, a method was developed for producing brighter, more colorful colors and deeper, darker colors with the aim of preserving object color perception – flesh tones in particular. The method was successfully demonstrated and tested in real images using psychophysical methods in the very real, practical application of expanding the gamut of sRGB into an emulation of the wide gamut, xvYCC encoding
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