3,347 research outputs found

    Exploring neural and peripheral physiological correlates of simulator sickness

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    Abstract This article investigates neural and physiological correlates of simulator sickness (SS) through a controlled experiment conducted within a fully immersive dome projection system. Our goal is to establish a reliable, objective, and in situ measurable predictive indicator of SS. SS is a problem common to all types of visual simulators consisting of motion sickness‐like symptoms that may be experienced while and after being exposed to a dynamic, immersive visualization. It leads to ethical concerns and impaired validity of simulator‐based research. Due to the popularity of virtual reality devices, the number of people exposed to this problem is increasing and, therefore, it is crucial to find reliable predictors of this condition before any symptoms appear. Despite its relevance and the several theories about its origins, SS cannot yet be quantitatively modeled and predicted. Our results indicate that, while neural correlates did not materialize, physiological measures may be a solid early indicator of oncoming SS.The manuscript on exploring neural and peripheral physiological correlates of simulator sickness by Jan‐Philipp Tauscher, Alexandra Witt, Sebastian Bosse, Fabian Wolf Schottky, Steve Grogorick, Susana Castillo, and Marcus Magnor presents a controlled experiment conducted within a fully immersive dome projection system to establish a reliable, objective, and in situ measurable predictive indicator of simulator sickness. Our results indicate that physiological measures may be a solid early indicator of oncoming simulator sickness. imageGerman Science Foundatio

    Real VR - Importing the Real World into Immersive VR and Optimizing the Perceptual Experience of Head-Mounted Displays (Dagstuhl Seminar 19272)

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    This report documents the program and the outcomes of Dagstuhl Seminar 19272 "Real VR -- Importing the Real World into Immersive VR and Optimizing the Perceptual Experience of Head-Mounted Displays". Motivated by the advent of mass-market VR headsets, this Dagstuhl Seminar addresses the scientific and engineering challenges that need to be overcome in order to experience omni-directional video recordings of the real world with the sense of stereoscopic, full-parallax immersion as can be provided by todays head-mounted displays. Since the times of the Lumière brothers, the way we watch movies hasn’t fundamentally changed: Whether in movie theaters, on mobile devices, or on TV at home, we still experience movies as outside observers, watching the action through a "peephole" whose size is defined by the angular extent of the screen. As soon as we look away from the screen or turn around, we are immediately reminded that we are only "voyeurs" With modern full-field-of-view, head-mounted and tracked VR displays, this outside-observer paradigm of visual entertainment is quickly giving way to a fully immersive experience. Now, the action fully encompasses the viewer, drawing us in much more than was possible before. For the time being, however, current endeavors towards immersive visual entertainment are based almost entirely on 3D graphics-generated content, limiting application scenarios to purely digital, virtual worlds only. The reason is that in order to provide for stereo vision and ego-motion parallax, which are both essential for genuine visual immersion perception, the scene must be rendered in real-time from arbitrary vantage points. While this can be easily accomplished with 3D graphics via standard GPU rendering, it is not at all straight-forward to do the same from conventional video footage acquired of real-world events. Another challenge is that consumer-grade VR headsets feature spatial resolutions that are still considerably below foveal acuity, yielding a pixelated, subpar immersive viewing experience. At the same time, the visual perception characteristics of our fovea are decidedly different from our peripheral vision (as regards spatial and temporal resolution, color, contrast, clutter disambiguation etc.). So far, computer graphics research has focused almost entirely on foveal perception, even though our peripheral vision accounts for 99% of our field of view. To optimize perceived visual quality of head-mounted immersive displays, and to make optimal use of available computational resources, advanced VR rendering algorithms need to simultaneously account for our foveal and peripheral vision characteristics. The aim of the seminar was to collectively fathom what needs to be done to facilitate truly immersive viewing of real-world recordings and how to enhance the immersive viewing experience by taking perceptual aspects into account. The topic touches on research aspects from various fields, ranging from digital imaging, video processing, and computer vision to computer graphics, virtual reality, and visual perception. The seminar brought together scientists, engineers and practitioners from industry and academia to form a lasting, interdisciplinary research community who set out to jointly address the challenges of Real VR

    10411 Executive Summary – Computational Video

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    Dagstuhl seminar 10411 "Computational Video" took place October 10-15, 2010. 43 researchers from North America, Asia, and Europe discussed the state- of-the-art, contemporary challenges and future research in imaging, processing, analyzing, modeling, and rendering of real-world, dynamic scenes. The seminar was organized into 11 sessions of presentations, discussions, and special-topic meetings. The seminar brought together junior and senior researchers from computer vision, computer graphics, and image communication, both from academia and industry to address the challenges in computational video. Participants included international experts from Kyoto University, Stanford University, University of British Columbia, University of New Mexico, University of Toronto, MIT, Hebrew University of Jerusalem, Technion - Haifa, ETH Zrich, Heriot-Watt Uni- versity - Edinburgh, University of Surrey, and University College London as well as professionals from Adobe Systems, BBC Research & Development, Disney Research and Microsoft Research

    10411 Abstracts Collection – Computational Video

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    From 10.10.2010 to 15.10.2010, the Dagstuhl Seminar 10411 ``Computational Video '' was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Marcus Joseph Wright memoirs, MSS.1585

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    Abstract: An incomplete typescript copy (18 pp.) of, "Memoirs of Brigadier General Marcus J. Wright, CSA."Scope and Content Note: The collection contains an incomplete typescript copy (18 pp.) of, "Memoirs of Brigadier General Marcus J. Wright, CSA," which includes a family genealogy, and accounts of his early life in Tennessee and his career.Biographical/Historical Note: Confederate General and author from Tennessee

    Marcus on Belief and Belief in the Impossible

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    I review but don’t endorse Marcus’ arguments that impossible beliefs are impossible. I defend her claim that belief’s objects are, in some important sense, not the bearers of truth and falsity, discuss her dispositionalism about belief, and argue it’s a good fit with the idea that belief’s objects are Russellian states of affairs. Reviso, pero no suscribo, los argumentos de Marcus a favor de que las creencias imposibles son imposibles. Defiendo su tesis de que los objetos de las creencias no son, en algún sentido importante, los soportes de la verdad y la falsedad; discuto su disposicionalismo acerca de las creencias y argumento que encaja bien con la idea de que los objetos de las creencias son estados de cosas russellianos

    Real-World Visual Computing (Dagstuhl Seminar 13431)

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    Over the last decade, the tremendous increase in computational power of graphics hardware, in conjunction with equally improved rendering algorithms, have led to the situation today where real-time visual realism is computationally attainable on almost any PC, if only the digital models to be rendered were sufficiently detailed and realistic. With rapidly advancing rendering capabilities, the modeling process has become the limiting factor in realistic computer graphics applications. Following the traditional rendering paradigm, higher visual realism can be attained only by providing more detailed and accurate scene descriptions. However, building realistic digital scene descriptions consisting of 3D geometry and object texture, surface reflectance characteristics and scene illumination, character motion and emotion is a highly labor-intensive, tedious process. Goal of this seminar is to find new ways to overcome the looming stalemate in realistic rendering caused by traditional, time-consuming modeling. One promising alternative consists of creating digital models from real-world examples if ways can be found how to endow reconstructed models with the flexibility customary in computer graphics. The trend towards model capture from real-world examples is bolstered by new sensor technologies becoming available at mass-market prices, such as Microsoft's Kinect and time-of-flight 2D depth imagers, or Lytro's Light Field camera. Also, the pervasiveness of smart-phones containing camera, GPS and orientation sensors allows for developing new capturing paradigms of real-world events based on a swarm of networked smart-phones. With the advent of these exciting new acquisition technologies, investigating how to best integrate these novel capture modalities into the digital modeling pipeline or how to alter traditional modeling to make optimal use of new capture technologies, has become a top priority in visual computing research. To address these challenges, interdisciplinary approaches are called for that encompass computer graphics, computer vision, and visual media production. The overall goal of the seminar is to form a lasting, interdisciplinary research community which jointly identifies and addresses the challenges in modeling from the real world and determines which research avenues will be the most promising ones to pursue over the course of the next years

    Cloth Motion from Optical Flow

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    This paper presents an algorithm for capturing the motion of deformable surfaces, in particular textured cloth. In a calibrated multi-camera setup, the optical flow between consecutive video frames is determined and 3D scene flow is computed. We use a deformable surface model with constraints for vertex distances and curvature to increase the robustness of the optical flow measurements. Tracking errors in long video sequences are corrected by a silhouette matching procedure. We present results for synthetic cloth simulations and discuss how they can be extended to real-world footage
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