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Gravitational acceleration as a cue for absolute size and distance? Perception
- Psychophysics
, 1996
"... When an object’s motion is influenced by gravity, as in the rise and fall of a thrown ball, the vertical component of acceleration is roughly constant at 9.8 m/sec 2. In principle, an observer could use this information to estimate the absolute size and distance of the object (Saxberg, 1987a; Watson ..."
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Cited by 7 (2 self)
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When an object’s motion is influenced by gravity, as in the rise and fall of a thrown ball, the vertical component of acceleration is roughly constant at 9.8 m/sec 2. In principle, an observer could use this information to estimate the absolute size and distance of the object (Saxberg, 1987a; Watson, Banks, von Hofsten, & Royden, 1992). In five experiments, we examined people’s ability to utilize the size and distance information provided by gravitational acceleration. Observers viewed computer simulations of an object rising and falling on a trajectory aligned with the gravitational vector. The simulated objects were balls of different diameters presented across a wide range of simulated distances. Observers were asked to identify the ball that was presented and to estimate its distance. The results showed that observers were much more sensitive to average velocity than to the gravitational acceleration pattern. Likewise, verticality of the motion and visibility of the trajectory’s apex had negligible effects on the accuracy of size and distance judgments. People need to process the absolute distance and size of objects in order to act in the environment. For example, in order to catch and grasp a thrown ball successfully, a person must place his/her hands in the appropriate
Contribution of extraretinal signals to the scaling of object distance during self-motion. Perception and Psychophysics
"... object distance during self-motion ..."
Using Blur to Affect Perceived Distance and Size
"... We present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our model explains how the pattern of blur in an image together with relative depth cues indicates the apparent scale of the image’s ..."
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Cited by 1 (0 self)
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We present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our model explains how the pattern of blur in an image together with relative depth cues indicates the apparent scale of the image’s contents. From the model, we develop a semi-automated algorithm that applies blur to a sharply rendered image and thereby changes the apparent distance and scale of the scene’s contents. To examine the correspondence between the model/algorithm and actual viewer experience, we conducted an experiment with human viewers and compared their estimates of absolute distance to the model’s predictions. We did this for images with geometrically correct blur due to defocus and for images with commonly used approximations to the correct blur. The agreement between the experimental data and model predictions was excellent. The model predicts that some approximations should work well and that others should not. Human viewers responded to the various types of blur in much the way the model predicts. The model and algorithm allow one to manipulate blur precisely and to achieve the desired perceived scale efficiently.
HIGH-PERFORMANCE COMPUTING AND HUMAN VISION I
"... How the eye measures reality and virtual reality We, as a species, seem to have been fascinated with pictures throughout our history. The paintings at Niaux, Altamira, and Lascaux (Clottes, 1995; Ruspoli, 1986), for example, are known to be about 14,000 years old, but with the recently discovered pa ..."
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How the eye measures reality and virtual reality We, as a species, seem to have been fascinated with pictures throughout our history. The paintings at Niaux, Altamira, and Lascaux (Clottes, 1995; Ruspoli, 1986), for example, are known to be about 14,000 years old, but with the recently discovered paintings in the Grotte Chauvet, the origin of representational art appears to have been pushed back even further (Chauvet, Brunel Deschamps, & Hillaire, 1995; Clottes, 1996), to 20,000 years ago if not longer. 1 Thus, these paintings date from about the time at which homo sapiens sapiens first appeared in Europe (Nougier, 1969). We should remember these paintings in the context of virtual reality; our fascination with pictures is by no means recent. My intent is threefold: first, to discuss our perception of the cluttered layout, or space, that we normally find around us; second, to discuss the development of representational art up to our current appreciation of it; and third, to apply this knowledge to virtual reality systems. The first discussion focuses on the use of multiple sources of information specifying ordinal depth relations, within the theoretical framework that I have called directed perception
www.elsevier.com/locate/visres Detection of the depth order of defocused images
, 2004
"... The sign of an accommodative response is provided by differences in chromatic aberration between under- and over-accommodated images. We asked whether these differences enable people to judge the depth order of two stimuli in the absence of other depth cues. Two vertical edges separated by an illumi ..."
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The sign of an accommodative response is provided by differences in chromatic aberration between under- and over-accommodated images. We asked whether these differences enable people to judge the depth order of two stimuli in the absence of other depth cues. Two vertical edges separated by an illuminated gap were presented at random relative distances. Exposure was brief, or prolonged with fixed or changing accommodation. The gap was illuminated with tungsten light or monochromatic light. Subjects could detect image blur with brief exposure for both types of light. But they could detect depth order only in tungsten light with long exposure, with or without changes in accommodation.

