72,629 research outputs found

    Understanding, Modeling, and Simulating the Discrepancy Between Intended and Perceived Image Appearance on Optical See-Through Augmented Reality Displays

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    Augmented reality (AR) displays are transitioning from being primarily used in research and development settings, to being used by the general public. With this transition, these displays will be used by more people, in many different environments, and in many different contexts. Like other displays, the user\u27s perception of virtual imagery is influenced by the characteristics of the user\u27s environment, creating a discrepancy between the intended appearance and the perceived appearance of virtual imagery shown on the display. However, this problem is much more apparent for optical see-through AR displays, such as the HoloLens. For these displays, imagery is superimposed onto the user\u27s view of their environment, which can cause the imagery to become transparent and washed out in appearance from the user\u27s perspective. Any change in the user\u27s environment conditions or in the user\u27s position introduces changes to the perceived appearance of the AR imagery, and current AR displays do not adapt to maintain a consistent perceived appearance of the imagery being displayed. Because of this, in many environments the user may misinterpret or fail to notice information shown on the display. In this dissertation, I investigate the factors that influence user perception of AR imagery and demonstrate examples of how the user\u27s perception is affected for applications involving user interfaces, attention cues, and virtual humans. I establish a mathematical model that relates the user, their environment, their AR display, and AR imagery in terms of luminance or illuminance contrast. I demonstrate how this model can be used to classify the user\u27s viewing conditions and identify problems the user is prone to experience when in these conditions. I demonstrate how the model can be used to simulate changes in the user\u27s viewing conditions and to identify methods to maintain the perceived appearance of the AR imagery in changing conditions

    Diagnosing perceptual distortion present in group stereoscopic viewing

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    Stereoscopic displays are an increasingly prevalent tool for experiencing virtual environments, and the inclusion of stereo has the potential to improve distance perception within the virtual environment. When multiple users simultaneously view the same stereoscopic display, only one user experiences the projectively correct view of the virtual environment, and all other users view the same stereoscopic images while standing at locations displaced from the center of projection (CoP). This study was designed to evaluate the perceptual distortions caused by displacement from the CoP when viewing virtual objects in the context of a virtual scene containing stereo depth cues. Judgments of angles were distorted after leftward and rightward displacement from the CoP. Judgments of object depth were distorted after forward and backward displacement from the CoP. However, perceptual distortions of angle and depth were smaller than predicted by a ray-intersection model based on stereo viewing geometry. Furthermore, perceptual distortions were asymmetric, leading to different patterns of distortion depending on the direction of displacement. This asymmetry also conflicts with the predictions of the ray-intersection model. The presence of monocular depth cues might account for departures from model predictions

    The effects of belongingness on the Simultaneous Lightness Contrast: A virtual reality study

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    Simultaneous Lightness Contrast (SLC) is the phenomenon whereby a grey patch on a dark background appears lighter than an equal patch on a light background. Interestingly, the lightness difference between these patches undergoes substantial augmentation when the two backgrounds are patterned, thereby forming the articulated-SLC display. There are two main interpretations of these phenomena: The midlevel interpretation maintains that the visual system groups the luminance within a set of contiguous frameworks, whilst the high-level one claims that the visual system splits the luminance into separate overlapping layers corresponding to separate physical contributions. This research aimed to test these two interpretations by systematically manipulating the viewing distance and the horizontal distance between the backgrounds of both the articulated and plain SLC displays. An immersive 3D Virtual Reality system was employed to reproduce identical alignment and distances, as well as isolating participants from interfering luminance. Results showed that reducing the viewing distance resulted in increased contrast in both the plain- and articulated-SLC displays and that, increasing the horizontal distance between the backgrounds resulted in decreased contrast in the articulated condition but increased contrast in the plain condition. These results suggest that a comprehensive lightness theory should combine the two interpretations

    Fidelity metrics for virtual environment simulations based on spatial memory awareness states

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    This paper describes a methodology based on human judgments of memory awareness states for assessing the simulation fidelity of a virtual environment (VE) in relation to its real scene counterpart. To demonstrate the distinction between task performance-based approaches and additional human evaluation of cognitive awareness states, a photorealistic VE was created. Resulting scenes displayed on a headmounted display (HMD) with or without head tracking and desktop monitor were then compared to the real-world task situation they represented, investigating spatial memory after exposure. Participants described how they completed their spatial recollections by selecting one of four choices of awareness states after retrieval in an initial test and a retention test a week after exposure to the environment. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and also included guesses, even if informed. Experimental results revealed variations in the distribution of participants’ awareness states across conditions while, in certain cases, task performance failed to reveal any. Experimental conditions that incorporated head tracking were not associated with visually induced recollections. Generally, simulation of task performance does not necessarily lead to simulation of the awareness states involved when completing a memory task. The general premise of this research focuses on how tasks are achieved, rather than only on what is achieved. The extent to which judgments of human memory recall, memory awareness states, and presence in the physical and VE are similar provides a fidelity metric of the simulation in question

    Public HMDs: Modeling and Understanding User Behavior Around Public Head-Mounted Displays

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    Head-Mounted Displays (HMDs) are becoming ubiquitous; we are starting to see them deployed in public for different purposes. Museums, car companies and travel agencies use HMDs to promote their products. As a result, situations arise where users use them in public without experts supervision. This leads to challenges and opportunities, many of which are experienced in public display installations. For example, similar to public displays, public HMDs struggle to attract the passer-by's attention, but benefit from the honeypot effect that draws attention to them. Also passersby might be hesitant to wear a public HMD, due to the fear that its owner might not approve, or due to the perceived need for a prior permission. In this work, we discuss how public HMDs can benefit from research in public displays. In particular, based on the results of an in-the-wild deployment of a public HMD, we propose an adaptation of the audience funnel flow model of public display users to fit the context of public HMD usage. We discuss how public HMDs bring in challenges and opportunities, and create novel research directions that are relevant to both researchers in HMDs and researchers in public displays

    Size and shape constancy in consumer virtual reality

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    With the increase in popularity of consumer virtual reality headsets, for research and other applications, it is important to understand the accuracy of 3D perception in VR. We investigated the perceptual accuracy of near-field virtual distances using a size and shape constancy task, in two commercially available devices. Participants wore either the HTC Vive or the Oculus Rift and adjusted the size of a virtual stimulus to match the geometric qualities (size and depth) of a physical stimulus they were able to refer to haptically. The judgments participants made allowed for an indirect measure of their perception of the egocentric, virtual distance to the stimuli. The data show under-constancy and are consistent with research from carefully calibrated psychophysical techniques. There was no difference in the degree of constancy found in the two headsets. We conclude that consumer virtual reality headsets provide a sufficiently high degree of accuracy in distance perception, to allow them to be used confidently in future experimental vision science, and other research applications in psychology

    Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design

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    Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario
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