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Understanding the Impact of Visual and Kinematic Information on the Perception of Physicality Errors ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-04-20 Goksu Yamac, Carol O’Sullivan, Michael Neff
Errors that arise due to a mismatch in the dynamics of a person’s motion and the visualized movements of their avatar in virtual reality are termed ‘physicality errors’ to distinguish them from simple physical errors, such as footskate. Physicality errors involve plausible motions, but with dynamic inconsistencies. Even with perfect tracking and ideal virtual worlds, such errors are inevitable in virtual
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Decoding Functional Brain Data for Emotion Recognition: A Machine Learning Approach ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-04-18 Emine Elif Tülay, Tuğçe Ballı
The identification of emotions is an open research area and has a potential leading role in the improvement of socio-emotional skills such as empathy, sensitivity, and emotion recognition in humans. The current study aimed to use Event Related Potential (ERP) components (N100, N200, P200, P300, early Late Positive Potential (LPP), middle LPP, and late LPP) of EEG data for the classification of emotional
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Assessing Human Reactions in a Virtual Crowd Based on Crowd Disposition, Perceived Agency, and User Traits ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-04-13 Bennie Bendiksen, Nana Lin, JieHyun Kim, Funda Durupinar
Immersive virtual environments populated by real and virtual humans provide valuable insights into human decision-making processes under controlled conditions. Existing literature indicates elevated comfort, higher presence, and a more positive user experience when virtual humans exhibit rich behaviors. Based on this knowledge, we conducted a web-based, interactive study, in which participants were
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Color Hint-guided Ink Wash Painting Colorization with Ink Style Prediction Mechanism ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-04-11 Yao Zeng, Xiaoyu Liu, Yijun Wang, Junsong Zhang
We propose an end-to-end generative adversarial network that allows for controllable ink wash painting generation from sketches by specifying the colors via color hints. To the best of our knowledge, this is the first study for interactive Chinese ink wash painting colorization from sketches. To help our network understand the ink style and artistic conception, we introduced an ink style prediction
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Adaptation to Simulated Hypergravity in a Virtual Reality Throwing Task ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-03-27 Matti Pouke, Elmeri Uotila, Evan G. Center, Kalle G. Timperi, Alexis P. Chambers, Timo Ojala, Steven M. Lavalle
According to previous research, humans are generally poor at adapting to earth-discrepant gravity, especially in Virtual Reality (VR), which cannot simulate the effects of gravity on the physical body. Most of the previous VR research on gravity adaptation has used perceptual or interception tasks, although adaptation to these tasks seems to be especially challenging compared to tasks with a more pronounced
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Estimates of Temporal Edge Detection Filters in Human Vision ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-01-30 Pontus Ebelin, Gyorgy Denes, Tomas Akenine-Möller, Kalle Åström, Magnus Oskarsson, William H. McIlhagga
Edge detection is an important process in human visual processing. However, as far as we know, few attempts have been made to map the temporal edge detection filters in human vision. To that end, we devised a user study and collected data from which we derived estimates of human temporal edge detection filters based on three different models, including the derivative of the infinite symmetric exponential
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Design and Validation of a Virtual Reality Mental Rotation Test ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-01-10 Kristin A. Bartlett, Almudena Palacios-Ibáñez, Jorge Dorribo Camba
Mental rotation, a common measure of spatial ability, has traditionally been assessed through paper-based instruments like the Mental Rotation Test (MRT) or the Purdue Spatial Visualization Test: Rotations (PSVT:R). The fact that these instruments present 3D shapes in a 2D format devoid of natural cues like shading and perspective likely limits their ability to accurately assess the fundamental skill
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Two-finger Stiffness Discrimination with the Stochastic Resonance Effect ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2024-01-10 Komi Chamnongthai, Takahiro Endo, Fumitoshi Matsuno
We investigated the ability of two fingers to discriminate stiffness with stochastic resonance. It is known that the haptic perception at the fingertip improves when vibrotactile noise propagates to the fingertip, which is a phenomenon called the stochastic resonance. The improvement in the haptic sensation of a fingertip depends on the intensity of the noise propagating to the fingertip. An improvement
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The Effect of Interocular Contrast Differences on the Appearance of Augmented Reality Imagery ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-12-09 Minqi Wang, Jian Ding, Dennis M. Levi, Emily A. Cooper
Augmented reality (AR) devices seek to create compelling visual experiences that merge virtual imagery with the natural world. These devices often rely on wearable near-eye display systems that can optically overlay digital images to the left and right eyes of the user separately. Ideally, the two eyes should be shown images with minimal radiometric differences (e.g., the same overall luminance, contrast
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The Influence of the Other-Race Effect on Susceptibility to Face Morphing Attacks ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-12-09 Snipta Mallick, Géraldine Jeckeln, Connor J. Parde, Carlos D. Castillo, Alice J. O’toole
Facial morphs created between two identities resemble both of the faces used to create the morph. Consequently, humans and machines are prone to mistake morphs made from two identities for either of the faces used to create the morph. This vulnerability has been exploited in “morph attacks” in security scenarios. Here, we asked whether the “other-race effect” (ORE)—the human advantage for identifying
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Exploring the Relative Effects of Body Position and Locomotion Method on Presence and Cybersickness when Navigating a Virtual Environment ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-12-09 Aelee Kim, Jeong-Eun Lee, Kyoung-Min Lee
The primary goals of this research are to strengthen the understanding of the mechanisms underlying presence and cybersickness in relation to the body position and locomotion method when navigating a virtual environment (VE). In this regard, we compared two body positions (standing and sitting) and four locomotion methods (steering + embodied control [EC], steering + instrumental control [IC], teleportation
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The Haptic Intensity Order Illusion Is Caused by Amplitude Changes ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-12-09 Ivan Makarov, Snorri Steinn Stefánsson Thors, Elvar Atli Ævarsson, Finnur Kári Pind Jörgensson, Nashmin Yeganyeh, Árni Kristjánsson, Runar Unnthorsson
When two brief vibrotactile stimulations are sequentially applied to observers’ lower back, there is systematic mislocalization of the stimulation: if the second stimulation is of higher intensity than the first one, observers tend to respond that the second stimulation was above the first one, and vice versa when weak intensity stimulation follows a strong one. This haptic mislocalization effect has
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Introduction to the SAP 2023 Special Issue ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-12-01 Alexandre Chapiro, Andrew Robb
No abstract available.
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Improving the Perception of Mid-air Tactile Shapes with Spatio-temporally-modulated Tactile Pointers ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-10-25 Lendy Mulot, Thomas Howard, Claudio Pacchierotti, Maud Marchal
Ultrasound mid-air haptic (UMH) devices can remotely render vibrotactile shapes on the skin of unequipped users, e.g., to draw haptic icons or render virtual object shapes. Spatio-temporal modulation (STM), the state-of-the-art UMH shape-rendering method, provides large freedom in shape design and produces the strongest possible stimuli for this technology. Yet, STM shapes are often reported to be
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Calibrated Passability Perception in Virtual Reality Transfers to Augmented Reality ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-10-25 Holly Gagnon, Jeanine Stefanucci, Sarah Creem-Regehr, Bobby Bodenheimer
As applications for virtual reality (VR) and augmented reality (AR) technology increase, it will be important to understand how users perceive their action capabilities in virtual environments. Feedback about actions may help to calibrate perception for action opportunities (affordances) so that action judgments in VR and AR mirror actors’ real abilities. Previous work indicates that walking through
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On Human-like Biases in Convolutional Neural Networks for the Perception of Slant from Texture ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-10-25 Yuanhao Wang, Qian Zhang, Celine Aubuchon, Jovan Kemp, Fulvio Domini, James Tompkin
Depth estimation is fundamental to 3D perception, and humans are known to have biased estimates of depth. This study investigates whether convolutional neural networks (CNNs) can be biased when predicting the sign of curvature and depth of surfaces of textured surfaces under different viewing conditions (field of view) and surface parameters (slant and texture irregularity). This hypothesis is drawn
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Changes in Navigation over Time: A Comparison of Teleportation and Joystick-Based Locomotion ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-10-25 Moloud Nasiri, John Porter, Kristopher Kohm, Andrew Robb
Little research has studied how people use Virtual Reality (VR) changes as they experience VR. This article reports the results of an experiment investigating how users’ behavior with two locomotion methods changed over 4 weeks: teleportation and joystick-based locomotion. Twenty novice VR users (with no more than 1 hour prior experience with any form of walking in VR) were recruited. They loaned an
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Participatory Design of Virtual Humans for Mental Health Support Among North American Computer Science Students: Voice, Appearance, and the Similarity-attraction Effect ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-09-20 Pedro Guillermo Feijóo-García, Chase Wrenn, Jacob Stuart, Alexandre Gomes De Siqueira, Benjamin Lok
Virtual humans (VHs) have the potential to support mental wellness among college computer science (CS) students. However, designing effective VHs for counseling purposes requires a clear understanding of students’ demographics, backgrounds, and expectations. To this end, we conducted two user studies with 216 CS students from a major university in North America. In the first study, we explored how
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Effect of Subthreshold Electrotactile Stimulation on the Perception of Electrovibration ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-09-20 Jagan Krishnasamy Balasubramanian, Rahul Kumar Ray, Manivannan Muniyandi
Electrovibration is used in touch enabled devices to render different textures. Tactile sub-modal stimuli can enhance texture perception when presented along with electrovibration stimuli. Perception of texture depends on the threshold of electrovibration. In the current study, we have conducted a psychophysical experiment on 13 participants to investigate the effect of introducing a subthreshold electrotactile
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Twin Identification over Viewpoint Change: A Deep Convolutional Neural Network Surpasses Humans ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-09-20 Connor J. Parde, Virginia E. Strehle, Vivekjyoti Banerjee, Ying Hu, Jacqueline G. Cavazos, Carlos D. Castillo, Alice J. O’Toole
Deep convolutional neural networks (DCNNs) have achieved human-level accuracy in face identification (Phillips et al., 2018), though it is unclear how accurately they discriminate highly-similar faces. Here, humans and a DCNN performed a challenging face-identity matching task that included identical twins. Participants (N = 87) viewed pairs of face images of three types: same-identity, general imposters
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Twin identification over viewpoint change: A deep convolutional neural network surpasses humans ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-07-20 Connor J. Parde, Virginia E. Strehle, Vivekjyoti Banerjee, Ying Hu, Jacqueline G. Cavazos, Carlos D. Castillo, Alice J. O’Toole
Deep convolutional neural networks (DCNNs) have achieved human-level accuracy in face identification (Phillips et al., 2018), though it is unclear how accurately they discriminate highly-similar faces. Here, humans and a DCNN performed a challenging face-identity matching task that included identical twins. Participants (N = 87) viewed pairs of face images of three types: same-identity, general imposters
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Effect of Subthreshold Electrotactile Stimulation On The Perception of Electrovibration ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-05-29 Jagan Krishnasamy Balasubramanian, Rahul Kumar Ray, Manivannan Muniyandi
Electrovibration is used in touch enabled devices to render different textures. Tactile sub-modal stimuli can enhance texture perception when presented along with electrovibration stimuli. Perception of texture depends on the threshold of electrovibration. In the current study, we have conducted a psychophysical experiment on 13 participants to investigate the effect of introducing a subthreshold electrotactile
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Learning GAN-Based Foveated Reconstruction to Recover Perceptually Important Image Features ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-04-21 Luca Surace, Marek Wernikowski, Cara Tursun, Karol Myszkowski, Radosław Mantiuk, Piotr Didyk
A foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of generative adversarial networks (GANs) has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case
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Salient-Centeredness and Saliency Size in Computational Aesthetics ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-04-21 Weng Khuan Hoh, Fang-Lue Zhang, Neil A. Dodgson
We investigate the optimal aesthetic location and size of a single dominant salient region in a photographic image. Existing algorithms for photographic composition do not take full account of the spatial positioning or sizes of these salient regions. We present a set of experiments to assess aesthetic preferences, inspired by theories of centeredness, principal lines, and Rule-of-Thirds. Our experimental
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Identifying Lines and Interpreting Vertical Jumps in Eye Tracking Studies of Reading Text and Code ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-04-06 Mor Shamy, Dror G. Feitelson
Eye tracking studies have shown that reading code, in contradistinction to reading text, includes many vertical jumps. As different lines of code may have quite different functions (e.g., variable definition, flow control, or computation), it is important to accurately identify the lines being read. We design experiments that require a specific line of text to be scrutinized. Using the distribution
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Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-01-11 Rachel Brown, Vasha Dutell, Bruce Walter, Ruth Rosenholtz, Peter Shirley, Morgan McGuire, David Luebke
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer’s visual field, of particular importance with the rise of high-resolution and wide
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Practical Saccade Prediction for Head-Mounted Displays: Towards a Comprehensive Model ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-01-11 Elena Arabadzhiyska, Cara Tursun, Hans-Peter Seidel, Piotr Didyk
Eye-tracking technology has started to become an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques that exploit eye patterns to gaze-contingent digital content creation. However, system latency is still a significant issue in many of these applications because it breaks the synchronization
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A Content-adaptive Visibility Predictor for Perceptually Optimized Image Blending ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-01-11 Taiki Fukiage, Takeshi Oishi
The visibility of an image semi-transparently overlaid on another image varies significantly, depending on the content of the images. This makes it difficult to maintain the desired visibility level when the image content changes. To tackle this problem, we developed a perceptual model to predict the visibility of the blended results of arbitrarily combined images. Conventional visibility models cannot
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Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-01-11 Zubin Choudhary, Austin Erickson, Nahal Norouzi, Kangsoo Kim, Gerd Bruder, Gregory Welch
Extended reality (XR) technologies, such as virtual reality (VR) and augmented reality (AR), provide users, their avatars, and embodied agents a shared platform to collaborate in a spatial context. Although traditional face-to-face communication is limited by users’ proximity, meaning that another human’s non-verbal embodied cues become more difficult to perceive the farther one is away from that person
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Gap Detection in Pairs of Ultrasound Mid-air Vibrotactile Stimuli ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2023-01-11 Thomas Howard, Karina Driller, William Frier, Claudio Pacchierotti, Maud Marchal, Jessica Hartcher-O’Brien
Ultrasound mid-air haptic (UMH) devices are a novel tool for haptic feedback, capable of providing localized vibrotactile stimuli to users at a distance. UMH applications largely rely on generating tactile shape outlines on the users’ skin. Here we investigate how to achieve sensations of continuity or gaps within such two-dimensional curves by studying the perception of pairs of amplitude-modulated
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Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-11-11 Andrew Robb, Kristopher Kohm, John Porter
Redirected walking techniques use rotational gains to guide users away from physical obstacles as they walk in a virtual world, effectively creating the illusion of a larger virtual space than is physically present. Designers often want to keep users unaware of this manipulation, which is made possible by limitations in human perception that render rotational gains imperceptible below a certain threshold
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Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-11-11 Minqi Wang, Emily A. Cooper
Near-eye display systems for augmented reality (AR) aim to seamlessly merge virtual content with the user’s view of the real-world. A substantial limitation of current systems is that they only present virtual content over a limited portion of the user’s natural field of view (FOV). This limitation reduces the immersion and utility of these systems. Thus, it is essential to quantify FOV coverage in
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Introduction to the Special Issue on SAP 2022 ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-11-07 Ana Serrano, Michael Barnett-Cowan
No abstract available.
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Investigating a Combination of Input Modalities, Canvas Geometries, and Inking Triggers on On-Air Handwriting in Virtual Reality ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-11-07 Roshan Venkatakrishnan, Rohith Venkatakrishnan, Chih-Han Chung, Yu-Shuen Wang, Sabarish Babu
Humans communicate by writing, often taking notes that assist thinking. With the growing popularity of collaborative Virtual Reality (VR) applications, it is imperative that we better understand aspects that affect writing in these virtual experiences. On-air writing in VR is a popular writing paradigm due to its simplicity in implementation without any explicit needs for specialized hardware. A host
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Sensitivity to Hand Offsets and Related Behavior in Virtual Environments over Time ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-11-07 Kristopher Kohm, John Porter, Andrew Robb
This work explored how users’ sensitivity to offsets in their avatars’ virtual hands changes as they gain exposure to virtual reality. We conducted an experiment using a two-alternative forced choice (2-AFC) design over the course of 4 weeks, split into four sessions. The trials in each session had a variety of eight offset distances paired with eight offset directions (across a two-dimensional plane)
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Tactile Texture Display Combining Vibrotactile and Electrostatic-friction Stimuli: Substantial Effects on Realism and Moderate Effects on Behavioral Responses ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-11-07 Kazuya Otake, Shogo Okamoto, Yasuhiro Akiyama, Yoji Yamada
There is increasing demand for tactile feedback functions for touch panels. We investigated whether virtual roughness texture quality can be improved through simultaneous use of vibrotactile and electrostatic-friction stimuli. This conjunctive use is expected to improve the perceptual quality of texture stimuli, because vibrotactile and electrostatic-friction stimuli have complementary characteristics
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Exploring Sonification Mapping Strategies for Spatial Auditory Guidance in Immersive Virtual Environments ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-09-02 Zihan Gao, Huiqiang Wang, Guangsheng Feng, Hongwu Lv
Spatial auditory cues are important for many tasks in immersive virtual environments, especially guidance tasks. However, due to the limited fidelity of spatial sounds rendered by generic Head-Related Transfer Functions (HRTFs), sound localization usually has a limited accuracy, especially in elevation, which can potentially impact the effectiveness of auditory guidance. To address this issue, we explored
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Vibrotactile Threshold Measurements at the Wrist Using Parallel Vibration Actuators ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-09-02 Elvar Atli Ævarsson, Thórhildur Ásgeirsdóttir, Finnur Pind, Árni Kristjánsson, Runar Unnthorsson
This article presents an investigation into the perceptual vibrotactile thresholds for a range of frequencies on both the inside and outside areas of the wrist when exciting the skin with parallel vibrations, realized using the L5 actuator made by Lofelt GmbH. The vibrotactile threshold of 30 participants was measured using a modified audiometry test for the frequency range of 25–1,000 Hz. The average
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Evaluating Realism in Example-based Terrain Synthesis ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-09-02 Joshua J. Scott, Neil A. Dodgson
We report two studies that investigate the use of subjective believability in the assessment of objective realism of terrain. The first demonstrates that there is a clear subjective feature bias that depends on the types of terrain being evaluated: Our participants found certain natural terrains to be more believable than others. This confounding factor means that any comparison experiment must not
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Machine Learning–based Modeling and Prediction of the Intrinsic Relationship between Human Emotion and Music ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-09-02 Jun Su, Peng Zhou
Human emotion is one of the most complex psychophysiological phenomena and has been reported to be affected significantly by music listening. It is supposed that there is an intrinsic relationship between human emotion and music, which can be modeled and predicted quantitatively in a supervised manner. Here, a heuristic clustering analysis is carried out on large-scale free music archive to derive
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Creating Word Paintings Jointly Considering Semantics, Attention, and Aesthetics ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-09-02 Junsong Zhang, Zuyi Yang, Linchengyu Jin, Zhitang Lu, Jinhui Yu
In this article, we present a content-aware method for generating a word painting. Word painting is a composite artwork made from the assemblage of words extracted from a given text, which carries similar semantics and visual features to a given source image. However, word painting, usually created by skilled artists, involves tedious manual processes, especially when generating streamlines and laying
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The Duration of an Auditory Icon Can Affect How the Listener Interprets Its Meaning ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-07-19 João P. Cabral, Gerard B. Remijn
Initially introduced in the field of informatics, an auditory icon consists of a short sound that is present in everyday life, used to represent a specific event, object, function, or action. Auditory icons have been studied in various fields, and overall, compared to other types of auditory alarms, they can be very efficient in informing the listener about a situation or event. So far, auditory icons
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Display-Size Dependent Effects of 3D Viewing on Subjective Impressions ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-07-11 Yamato Miyashita, Yasuhito Sawahata, Akihiro Sakai, Masamitsu Harasawa, Kazuhiro Hara, Toshiya Morita, Kazuteru Komine
This paper describes how the screen size of 3D displays affect the subjective impressions of 3D-visualized content. The key requirement for 3D displays is the presentation of depth cues comprising binocular disparities and/or motion parallax; however, the development of displays and production of content that include these cues leads to an increase in costs. Given the variety of screen sizes, it is
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PTRM: Perceived Terrain Realism Metric ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-07-11 Suren Deepak Rajasekaran, Hao Kang, Martin Čadík, Eric Galin, Eric Guérin, Adrien Peytavie, Pavel Slavík, Bedrich Benes
Terrains are visually prominent and commonly needed objects in many computer graphics applications. While there are many algorithms for synthetic terrain generation, it is rather difficult to assess the realism of a generated output. This article presents a first step toward the direction of perceptual evaluation for terrain models. We gathered and categorized several classes of real terrains, and
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On the Immersive Properties of High Dynamic Range Video ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-07-11 Stephen J. Hinde, Katy C. Noland, Graham A. Thomas, David R. Bull, Iain D. Gilchrist
This paper presents the results from two studies which used a dual-task methodology to measure an audience's experience of immersion while watching video under typical television viewing conditions. Immersion was measured while participants watched either a high dynamic range, wide color gamut video or a standard dynamic range, standard color gamut video, in high definition or ultra-high definition
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Creating Word Paintings jointly Considering Semantics, Attention, and Aesthetics ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-07-04 Junsong Zhang, Zuyi Yang, Linchengyu Jin, Zhitang Lu, Jinhui Yu
In this paper, we present a content-aware method for generating a word painting. Word painting is a composite artwork made from the assemblage of words extracted from a given text, which carries similar semantics and visual features to a given source image. However, word painting, usually created by skilled artists, involves tedious manual processes, especially when generating streamlines and laying
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Exploring Sonification Mapping Strategies for Spatial Auditory Guidance in Immersive Virtual Environments ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-05-31 Zihan Gao, Huiqiang Wang, Guangsheng Feng, Hongwu Lv
Spatial auditory cues are important for many tasks in immersive virtual environments, especially guidance tasks. However, due to the limited fidelity of spatial sounds rendered by generic Head-Related Transfer Functions (HRTFs), sound localization usually has a limited accuracy, especially in elevation, which can potentially impact the effectiveness of auditory guidance. To address this issue, we explored
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Tactile texture display combining vibrotactile and electrostatic-friction stimuli: Substantial effects on realism and moderate effects on behavioral responses ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-05-30 Kazuya Otake, Shogo Okamoto, Yasuhiro Akiyama, Yoji Yamada
There is increasing demand for tactile feedback functions for touch panels. We investigated whether virtual roughness texture quality can be improved through simultaneous use of vibrotactile and electrostatic-friction stimuli. This conjunctive use is expected to improve the perceptual quality of texture stimuli because vibrotactile and electrostatic-friction stimuli have complementary characteristics
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Vibrotactile Threshold Measurements at the Wrist Using Parallel Vibration Actuators ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-05-27 Elvar Atli Ævarsson, Thórhildur Ásgeirsdóttir, Finnur Pind, Árni Kristjánsson, Runar Unnthorsson
This paper presents an investigation into the perceptual vibrotactile thresholds for a range of frequencies on both the inside and outside areas of the wrist when exciting the skin with parallel vibrations, realized using the L5 actuator made by Lofelt GmbH. The vibrotactile threshold of 30 participants was measured using a modified audiometry test for the frequency range of 25 - 1000 Hz. The average
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Machine Learning-based Modeling and Prediction of the Intrinsic Relationship between Human Emotion and Music: Intrinsic Relationship between Human Emotion and Music: ACM Transactions on Applied Perception: Vol 0, No ja ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-05-23 Jun Su, Peng Zhou
Human emotion is one of the most complex psychophysiological phenomena and has been reported to be affected significantly by music listening. It is supposed that there is an intrinsic relationship between human emotion and music, which can be modeled and predicted quantitatively in a supervised manner. Here, a heuristic clustering analysis is carried out on large-scale free music archive to derive
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Evaluating Realism in Example-Based Terrain Synthesis ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-05-02 Joshua J. Scott, Neil A. Dodgson
We report two studies that investigate the use of subjective believability in the assessment of objective realism of terrain. The first demonstrates that there is a clear subjective feature bias that depends on the types of terrain being evaluated: our participants found certain natural terrains to be more believable than others. This confounding factor means that any comparison experiment must not
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On the Immersive Properties of High Dynamic Range Video ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-03-28 Stephen J. Hinde, Katy C. Noland, Graham A. Thomas, David R. Bull, Iain D. Gilchrist
This paper presents the results from two studies which used a dual-task methodology to measure an audience's experience of immersion while watching video under typical television viewing conditions. Immersion was measured while participants watched either a high dynamic range, wide color gamut video or a standard dynamic range, standard color gamut video, in high definition or ultra-high definition
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PTRM: Perceived Terrain Realism MetricJust Accepted ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-02-11 Suren Deepak Rajasekaran, Hao Kang, Martin Čadík, Eric Galin, Eric Guérin, Adrien Peytavie, Pavel Slavík, Bedrich Benes
Terrains are visually prominent and commonly needed objects in many computer graphics applications. While there are many algorithms for synthetic terrain generation, it is rather difficult to assess the realism of a generated output. This paper presents a first step towards the direction of perceptual evaluation for terrain models. We gathered and categorized several classes of real terrains, and we
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Display-Size Dependent Effects of 3D Viewing on Subjective ImpressionsJust Accepted ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-01-26 Yamato Miyashita, Yasuhito Sawahata, Akihiro Sakai, Masamitsu Harasawa, Kazuhiro Hara, Toshiya Morita, Kazuteru Komine
This paper describes how the screen size of 3D displays affects the subjective impressions of 3D-visualized content. The key requirement for 3D displays is the presentation of depth cues comprising binocular disparities and/or motion parallax; however, the development of displays and production of content that include these cues leads to an increase in costs. Given the variety of screen sizes, it is
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The Perceptual Consistency and Association of the LMA Effort Elements ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-01-06 Hye Ji Kim, Michael Neff, Sung-Hee Lee
Laban Movement Analysis (LMA) and its Effort element provide a conceptual framework through which we can observe, describe, and interpret the intention of movement. Effort attributes provide a link between how people move and how their movement communicates to others. It is crucial to investigate the perceptual characteristics of Effort to validate whether it can serve as an effective framework to
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Motor Variability in Complex Gesture Learning: Effects of Movement Sonification and Musical Background ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-01-06 Wanyu Liu, Michelle Agnes Magalhaes, Wendy E. Mackay, Michel Beaudouin-Lafon, Frédéric Bevilacqua
With the increasing interest in movement sonification and expressive gesture-based interaction, it is important to understand which factors contribute to movement learning and how. We explore the effects of movement sonification and users’ musical background on motor variability in complex gesture learning. We contribute an empirical study in which musicians and non-musicians learn two gesture sequences
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A Virtual Reality Application of the Rubber Hand Illusion Induced by Ultrasonic Mid-air Haptic Stimulation ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-01-06 Anca Salagean, Jacob Hadnett-Hunter, Daniel J. Finnegan, Alexandra A. De Sousa, Michael J. Proulx
Ultrasonic mid-air haptic technologies, which provide haptic feedback through airwaves produced using ultrasound, could be employed to investigate the sense of body ownership and immersion in virtual reality (VR) by inducing the virtual hand illusion (VHI). Ultrasonic mid-air haptic perception has solely been investigated for glabrous (hairless) skin, which has higher tactile sensitivity than hairy
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The Effects on Driving Behavior When Using a Head-mounted Display in a Dynamic Driving Simulator ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2022-01-06 Björn Blissing, Fredrik Bruzelius, Olle Eriksson
Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect
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Editorial ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2021-10-28 Bobby Bodenheimer
No abstract available.
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Introduction to the Special Issue on SAP 2021 ACM Trans. Appl. Percept. (IF 1.6) Pub Date : 2021-10-28 Eakta Jain, Anne-Hélène Olivier
No abstract available.