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Projects > Augmented Media | ||||||||||||||||||
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Perception in Virtual Environments |
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Keywords: Virtual Environments, 3D Computer Graphics, Perceptual Cues, Spatial Resolution, Surface Lighting Model, Shadows, Binocular Vision, Focus Accomodation | ||||||||||||||||||
Three-dimensional computer graphics is completely accepted as a required adjunct to scientific computing. The use of 3D has swept the workstation world and, thanks to PC accelerator cards, is now moving onto the desktop as well. Because of VRML and programming language APIs such as Java 3D, three-dimensional displays are also sweeping the World Wide Web. We all welcome this, but do we know exactly what it is we are welcoming? We have considerable experience using 3D graphics in scientific visualization, but we have very little understanding of what aspects of those 3D graphics give us the most perceptual benefit. Up until a short time ago, we didn’t really care. Everything seemed to be working fine. Then we got one of those surprises that sometimes slip by unnoticed if you aren’t paying close attention.
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(left) Subject Viewing Stereo Images. (right) Viewing Box | ||||||||||||||||||
In these communities, it is nearly universally accepted that with sufficiently good pixel resolution, color resolution, lighting models, hidden surface removal, shading, texturing, fast hardware, and binocular displays, observation of a virtual object will yield as much insight as observation of its physical counterpart . Our qualitative experience now says that this is not true. Does this mean that there is some aspect of current 3D graphics practice that is not representing reality adequately? We need to discover if this is really the case, and if so, what precisely is missing in the graphics systems? In this project, we tested the effectiveness of various depth-cues on the perception of 3D scenes. In order to keep this study tractable, we did not consider all perceptual cues, but only those that differed between the synthetic scenes and the real scenes presented by the physical models.
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Perceptual Cues Tested There are several depth cues that are approximated when creating a synthetic scene, and thus could lessen the insight obtained from a 3D synthetic image compared with the insight obtained from a real model. We have chosen to focus on six of them that are of particular interest. Four of these, spatial resolution, stereopsis, lighting model, and shadows, can be varied when creating a synthetic scene. The fifth item, focus accommodation, cannot be replicated in a synthetic scene display, and thus is a major candidate for being the fundamental difference between viewing a real and a virtual object. The sixth cue, for which we only suggest a pilot experiment, is the relation between observer movement and depth perception. Spatial Resolution Surface Lighting Model Shadows Binocular Vision (Stereopsis) Focus Accommodation |
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The Experiments Our objective in the set of experiments we conducted
was to empirically compare the adequacy of: Which of these enables better recovery of task relevant 3D information? Our overall plan was to empirically establish the best generation and viewing conditions and compare performance in this best case virtual scenario with performance in ordinary physical scenarios. We began by comparing radiosity and shadow models. We then compared viewing conditions. Once we had an idea of the best generating and viewing conditions we combined the best of each to produce an “optimal” synthetic image and compared performance using that optimal synthetic image with performance using real images viewed in normal physical conditions. To increase the generalization of our findings we tested every condition on two tasks. These tasks were selected because they require extracting information about 3D shape of the sort involved in solving the type of problems worked on by scientific visualizers who provided our anecdotal information. The two tasks were: 1. Depth Discrimination Task |
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“Forest” of Cylinders | ||||||||||||||||||
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Mental Rotation Task |
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Will the Top Surface Fit onto the Bottom Surface? | ||||||||||||||||||
Project Team | ||||||||||||||||||
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