Insights from human perception of moving faces have the potential to provide interesting insights for technical animation systems as well as in the neural encoding of facial expre...
The glare illusion is commonly used in CG rendering, especially in game engines, to achieve a higher brightness than that of the maximum luminance of a display. In this work, we m...
Most head-mounted displays (HMDs) suffer from substantial optical distortion, and vendor-supplied specifications for field-of-view often are at variance with reality. Such display...
Scott A. Kuhl, William B. Thompson, Sarah H. Creem...
simulations compare to similar measurements done in more abstract settings. We find that participant tolerance for certain types of errors is significantly higher in a realistic sn...
It has long been known that sound fields rotating around a stationary, blindfolded observer can elicit self-motion illusions ("circular vection") in 20-60% of participan...
Bernhard E. Riecke, Daniel Feuereissen, John J. Ri...
Prediction of gaze behavior in gaming environments can be a tremendously useful asset to game designers, enabling them to improve gameplay, selectively increase visual fidelity, a...
Veronica Sundstedt, Efstathios Stavrakis, Michael ...
In order to better understand how scene motion is perceived in immersive virtual environments and to provide guidelines for designing more useable systems, we measured sensitivity...
Jason Jerald, Tabitha C. Peck, Frank Steinicke, Ma...