1,073 research outputs found

    Audio, visual, and audio-visual egocentric distance perception by moving participants in virtual environments

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    International audienceA study on audio, visual, and audio-visual egocentric distance perception by moving participants in virtual environments is presented. Audio-visual rendering is provided using tracked passive visual stereoscopy and acoustic wave fi eld synthesis (WFS). Distances are estimated using indirect blind-walking (triangulation) under each rendering condition. Experimental results show that distances perceived in the virtual environment are accurately estimated or overestimated for rendered distances closer than the position of the audio-visual rendering system and underestimated for distances farther. Interestingly, participants perceived each virtual object at a modality-independent distance when using the audio modality, the visual modality, or the combination of both. Results show WFS capable of synthesizing perceptually meaningful sound fields in terms of distance. Dynamic audio-visual cues were used by participants when estimating the distances in the virtual world. Moving may have provided participants with a better visual distance perception of close distances than if they were static. No correlation between the feeling of presence and the visual distance underestimation has been found. To explain the observed perceptual distance compression, it is proposed that, due to con flicting distance cues, the audio-visual rendering system physically anchors the virtual world to the real world. Virtual objects are thus attracted by the physical audio-visual rendering system

    Visual Distortions in 360-degree Videos.

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    Omnidirectional (or 360°) images and videos are emergent signals being used in many areas, such as robotics and virtual/augmented reality. In particular, for virtual reality applications, they allow an immersive experience in which the user can interactively navigate through a scene with three degrees of freedom, wearing a head-mounted display. Current approaches for capturing, processing, delivering, and displaying 360° content, however, present many open technical challenges and introduce several types of distortions in the visual signal. Some of the distortions are specific to the nature of 360° images and often differ from those encountered in classical visual communication frameworks. This paper provides a first comprehensive review of the most common visual distortions that alter 360° signals going through the different processing elements of the visual communication pipeline. While their impact on viewers' visual perception and the immersive experience at large is still unknown-thus, it is an open research topic-this review serves the purpose of proposing a taxonomy of the visual distortions that can be encountered in 360° signals. Their underlying causes in the end-to-end 360° content distribution pipeline are identified. This taxonomy is essential as a basis for comparing different processing techniques, such as visual enhancement, encoding, and streaming strategies, and allowing the effective design of new algorithms and applications. It is also a useful resource for the design of psycho-visual studies aiming to characterize human perception of 360° content in interactive and immersive applications

    Shaping the auditory peripersonal space with motor planning in immersive virtual reality

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    Immersive audio technologies require personalized binaural synthesis through headphones to provide perceptually plausible virtual and augmented reality (VR/AR) simulations. We introduce and apply for the first time in VR contexts the quantitative measure called premotor reaction time (pmRT) for characterizing sonic interactions between humans and the technology through motor planning. In the proposed basic virtual acoustic scenario, listeners are asked to react to a virtual sound approaching from different directions and stopping at different distances within their peripersonal space (PPS). PPS is highly sensitive to embodied and environmentally situated interactions, anticipating the motor system activation for a prompt preparation for action. Since immersive VR applications benefit from spatial interactions, modeling the PPS around the listeners is crucial to reveal individual behaviors and performances. Our methodology centered around the pmRT is able to provide a compact description and approximation of the spatiotemporal PPS processing and boundaries around the head by replicating several well-known neurophysiological phenomena related to PPS, such as auditory asymmetry, front/back calibration and confusion, and ellipsoidal action fields

    Optimizing vision and visuals: lectures on cameras, displays and perception

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    The evolution of the internet is underway, where immersive virtual 3D environments (commonly known as metaverse or telelife) will replace flat 2D interfaces. Crucial ingredients in this transformation are next-generation displays and cameras representing genuinely 3D visuals while meeting the human visual system's perceptual requirements. This course will provide a fast-paced introduction to optimization methods for next-generation interfaces geared towards immersive virtual 3D environments. Firstly, we will introduce lensless cameras for high dimensional compressive sensing (e.g., single exposure capture to a video or one-shot 3D). Our audience will learn to process images from a lensless camera at the end. Secondly, we introduce holographic displays as a potential candidate for next-generation displays. By the end of this course, you will learn to create your 3D images that can be viewed using a standard holographic display. Lastly, we will introduce perceptual guidance that could be an integral part of the optimization routines of displays and cameras. Our audience will gather experience in integrating perception to display and camera optimizations. This course targets a wide range of audiences, from domain experts to newcomers. To do so, examples from this course will be based on our in-house toolkit to be replicable for future use. The course material will provide example codes and a broad survey with crucial information on cameras, displays and perception

    Perceptual Requirements for World-Locked Rendering in AR and VR

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    Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in the rendered content resulting in reduced realism, immersion, and, potentially, visually-induced motion sickness. The requirements to achieve perceptually stable world-locked rendering are unknown due to the challenge of constructing a wide field of view, distortion-free display with highly accurate head- and eye-tracking. In this work we introduce new hardware and software built upon recently introduced hardware and present a system capable of rendering virtual objects over real-world references without perceivable drift under such constraints. The platform is used to study acceptable errors in render camera position for world-locked rendering in augmented and virtual reality scenarios, where we find an order of magnitude difference in perceptual sensitivity between them. We conclude by comparing study results with an analytic model which examines changes to apparent depth and visual heading in response to camera displacement errors. We identify visual heading as an important consideration for world-locked rendering alongside depth errors from incorrect disparity

    Audio, visual, and audio-visual egocentric distance perception in virtual environments.

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    International audiencePrevious studies have shown that in real environments, distances are visually correctly estimated. In visual (V) virtual environments (VEs), distances are systematically underestimated. In audio (A) real and virtual environments, near distances (2 m) are underestimated. However, little is known regarding combined A and V interactions on the egocentric distance perception in VEs. In this paper we present a study of A, V, and AV egocentric distance perception in VEs. AV rendering is provided via the SMART-I2 platform using tracked passive visual stereoscopy and acoustical wave field synthesis (WFS). Distances are estimated using triangulated blind walking under A, V, and AV conditions. Distance compressions similar to those found in previous studies are observed under each rendering condition. The audio and visual modalities appears to be of similar precision for distance estimations in virtual environments. This casts doubts on the commonly accepted visual capture theory in distance perception
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