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APGV
2008
ACM
193views Visualization» more  APGV 2008»
14 years 1 months ago
Probing dynamic human facial action recognition from the other side of the mean
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...
Cristóbal Curio, Martin A. Giese, Martin Br...
APGV
2008
ACM
172views Visualization» more  APGV 2008»
14 years 1 months ago
Brightness of the glare illusion
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...
Akiko Yoshida, Matthias Ihrke, Rafal Mantiuk, Hans...
APGV
2008
ACM
149views Visualization» more  APGV 2008»
14 years 1 months ago
HMD calibration and its effects on distance judgments
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...
APGV
2008
ACM
126views Visualization» more  APGV 2008»
14 years 1 months ago
Effect of scenario on perceptual sensitivity to errors in animation
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...
Paul S. A. Reitsma, Carol O'Sullivan
APGV
2008
ACM
212views Visualization» more  APGV 2008»
14 years 1 months ago
Auditory self-motion illusions ("circular vection") can be facilitated by vibrations and the potential for actual motion
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...
APGV
2008
ACM
200views Visualization» more  APGV 2008»
14 years 1 months ago
A psychophysical study of fixation behavior in a computer game
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 ...
APGV
2008
ACM
124views Visualization» more  APGV 2008»
14 years 1 months ago
Sensitivity to scene motion for phases of head yaws
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...