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SAP '19: ACM Symposium on Applied Perception 2019
ACM2019 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SAP '19: ACM Symposium on Applied Perception 2019 Barcelona Spain September 19 - 20, 2019
ISBN:
978-1-4503-6890-2
Published:
19 September 2019

Reflects downloads up to 19 Oct 2024Bibliometrics
Abstract

No abstract available.

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SESSION: Paper Session 1: Avatars and Rendering Humans
research-article
Empirical Evaluation of the Interplay of Emotion and Visual Attention in Human-Virtual Human Interaction
Article No.: 1, Pages 1–9https://doi.org/10.1145/3343036.3343118

We examined the effect of rendering style and the interplay between attention and emotion in users during interaction with a virtual patient in a medical training simulator. The virtual simulation was rendered representing a sample from the photo-...

short-paper
A psychophysical model to control the brightness and key-to-fill ratio in CG cartoon character lighting
Article No.: 2, Pages 1–7https://doi.org/10.1145/3343036.3343127

Lighting is a commonly used tool to manipulate the appearance of virtual characters in a range of applications. However, there are few studies which systematically examine the effect of lighting changes on complex dynamic stimuli. Our study presents ...

research-article
The Influence of the Viewpoint in a Self-Avatar on Body Part and Self-Localization
Article No.: 3, Pages 1–11https://doi.org/10.1145/3343036.3343124

The goal of this study is to determine how a self-avatar in virtual reality, experienced from different viewpoints on the body (at eye- or chest-height), might influence body part localization, as well as self-localization within the body. Previous ...

research-article
Virtual Grasping Feedback and Virtual Hand Ownership
Article No.: 4, Pages 1–9https://doi.org/10.1145/3343036.3343132

In this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly ...

research-article
The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual Reality
Article No.: 5, Pages 1–12https://doi.org/10.1145/3343036.3343134

The creation of realistic self-avatars that users identify with is important for many virtual reality applications. However, current approaches for creating biometrically plausible avatars that represent a particular individual require expertise and are ...

SESSION: Paper Session 2: Human Motions
research-article
Public Access
EVA: Generating Emotional Behavior of Virtual Agents using Expressive Features of Gait and Gaze
Article No.: 6, Pages 1–10https://doi.org/10.1145/3343036.3343129

We present a novel, real-time algorithm, EVA, for generating virtual agents with various perceived emotions. Our approach is based on using Expressive Features of gaze and gait to convey emotions corresponding to happy, sad, angry, or neutral. We ...

short-paper
Public Access
Perceptual Comparison of Procedural and Data-Driven Eye Motion Jitter
Article No.: 7, Pages 1–5https://doi.org/10.1145/3343036.3343130

Research has shown that keyframed eye motions are perceived as more realistic when some noise is added to eyeball motions and to pupil size changes. We investigate whether this noise, in contrast to being motion captured, can be synthesized with ...

research-article
Do We Have to Look at the Mirror All the Time? Effect of Partial Visuomotor Feedback on Body Ownership of a Virtual Human Tail
Article No.: 8, Pages 1–9https://doi.org/10.1145/3343036.3343139

Studies have shown that the sense of body ownership towards virtual humanoid avatars with additional body parts can be successfully elicited when synchronous visuomotor and/or visuotactile feedback is given. In an interactive virtual reality (VR) ...

SESSION: Paper Session 3: Virtual Space
research-article
Infinity Walk in VR: Effects of Cognitive Load on Velocity during Continuous Long-Distance Walking
Article No.: 9, Pages 1–9https://doi.org/10.1145/3343036.3343119

Bipedal walking is generally considered to be the most natural and common locomotion technique in the physical world, for humans, and the most presence-enhancing form of locomotion in virtual reality (VR). However, there are significant differences in ...

research-article
Stimulating the Brain in VR: Effects of Transcranial Direct-Current Stimulation on Redirected Walking
Article No.: 10, Pages 1–9https://doi.org/10.1145/3343036.3343125

Redirected walking (RDW) enables virtual reality (VR) users to explore large virtual environments (VE) in confined tracking spaces by guiding users on different paths in the real world than in the VE. However, so far, spaces larger than typical room-...

short-paper
Perception of Spatial Relationships in Impossible Spaces
Article No.: 11, Pages 1–5https://doi.org/10.1145/3343036.3343126

Impossible spaces have been used to increase the amount of virtual space available for real walking within a constrained physical space. In this technique, multiple virtual rooms are allowed to occupy overlapping portions of the physical space, in a way ...

research-article
How Video Game Locomotion Methods Affect Navigation in Virtual Environments
Article No.: 12, Pages 1–7https://doi.org/10.1145/3343036.3343131

Navigation, or the means by which people find their way in an environment, depends on the ability to combine information from multiple sources so that properties of an environment, such as the location of a goal, can be estimated. An important source of ...

SESSION: Paper Session 4: Viewpoint in VR
research-article
An Analysis of User Perception Regarding Body-Worn 360° Camera Placements and Heights for Telepresence
Article No.: 13, Pages 1–10https://doi.org/10.1145/3343036.3343120

Our work investigates body-worn 360° camera placements for telepresence, to balance height and clarity of view. We conducted a user study in a Virtual Reality (VR) simulation, using a 3x3 within-subjects experimental design varying placement and height, ...

short-paper
Open Access
Am I Floating or Not? : Sensitivity to Eye Height Manipulations in HMD-based Immersive Virtual Environments
Article No.: 14, Pages 1–6https://doi.org/10.1145/3343036.3343135

Eye height manipulations have previously been found to affect judgments of object size and egocentric distance in both real and immersive virtual environments. In this short paper we report the results of an experiment that explores people’s sensitivity ...

research-article
Differences in Haptic and Visual Perception of Expressive 1DoF Motion
Article No.: 15, Pages 1–9https://doi.org/10.1145/3343036.3343136

Humans can perceive motion through a variety of different modalities. Vision is a well explored modality; however haptics can greatly increase the richness of information provided to the user. The detailed differences in perception of motion between ...

SESSION: Paper Session 5: Haptics and Images
research-article
The Effect of Motion on the Perception of Material Appearance
Article No.: 16, Pages 1–9https://doi.org/10.1145/3343036.3343122

We analyze the effect of motion in the perception of material appearance. First, we create a set of stimuli containing 72 realistic materials, rendered with varying degrees of linear motion blur. Then we launch a large-scale study on Mechanical Turk to ...

research-article
Comparison of subjective methods, with and without explicit reference, for quality assessment of 3D graphics
Article No.: 17, Pages 1–9https://doi.org/10.1145/3343036.3352493

Numerous methodologies for subjective quality assessment exist in the field of image processing. In particular, the Absolute Category Rating with Hidden Reference (ACR-HR) and the Double Stimulus Impairment Scale (DSIS) are considered two of the most ...

research-article
Spectral Visualization Sharpening
Article No.: 18, Pages 1–9https://doi.org/10.1145/3343036.3343133

In this paper, we propose a perceptually-guided visualization sharpening technique. We analyze the spectral behavior of an established comprehensive perceptual model to arrive at our approximated model based on an adapted weighting of the bandpass ...

SESSION: Paper Session 6: Gaze and Attention
research-article
Transsaccadic Awareness of Scene Transformations in a 3D Virtual Environment
Article No.: 19, Pages 1–9https://doi.org/10.1145/3343036.3343121

In gaze-contingent displays, the viewer’s eye movement data are processed in real-time to adjust the graphical content. To provide a high-quality user experience, these graphical updates must occur with minimum delay. Such updates can be used to ...

research-article
Measurements of contrast sensitivity for peripheral vision
Article No.: 20, Pages 1–9https://doi.org/10.1145/3343036.3343123

Contrast detection thresholds were measured for the eccentricities from 0° to 27° and a range of stimuli frequencies from 0.125cpd to 16cpd. The measurements were motivated by the need to collect visual performance data for the gaze-contingent rendering ...

short-paper
Reading Speed Decreases for Fast Readers Under Gaze-Contingent Rendering
Article No.: 21, Pages 1–6https://doi.org/10.1145/3343036.3343128

Gaze-contingent rendering and display could help meet the increasing resolution and frame rate demands of modern displays while reducing the required latency, bandwidth, and power. However, it is still unclear how degradation of the peripheral image ...

short-paper
Towards VR Attention Guidance: Environment-dependent Perceptual Threshold for Stereo Inverse Brightness Modulation
Article No.: 22, Pages 1–5https://doi.org/10.1145/3343036.3343137

In this paper, we propose a new method for attention and gaze redirection, specifically designed for immersive stereo displays. Exploiting the dual nature of stereo imagery, our stimulus is composed of complementary parts displayed for each individual ...

short-paper
Assessment of Driver Attention during a Safety Critical Situation in VR to Generate VR-based Training
Article No.: 23, Pages 1–5https://doi.org/10.1145/3343036.3343138

Crashes involving pedestrians on urban roads can be fatal. In order to prevent such crashes and provide safer driving experience, adaptive pedestrian warning cues can help to detect risky pedestrians. However, it is difficult to test such systems in the ...

Contributors
  • University of Barcelona
  • Trinity College Dublin
  • University of Rennes
  • Polish Academy of Sciences

Recommendations

Acceptance Rates

Overall Acceptance Rate 43 of 94 submissions, 46%
YearSubmittedAcceptedRate
SAP '13542241%
SAP '12402153%
Overall944346%