distance judgment
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2021 ◽  
Vol 12 (1) ◽  
pp. 348
Author(s):  
Vincent Martin ◽  
Isabelle Viaud-Delmon ◽  
Olivier Warusfel

Audio-only augmented reality consists of enhancing a real environment with virtual sound events. A seamless integration of the virtual events within the environment requires processing them with artificial spatialization and reverberation effects that simulate the acoustic properties of the room. However, in augmented reality, the visual and acoustic environment of the listener may not be fully mastered. This study aims to gain some insight into the acoustic cues (intensity and reverberation) that are used by the listener to form an auditory distance judgment, and to observe if these strategies can be influenced by the listener’s environment. To do so, we present a perceptual evaluation of two distance-rendering models informed by a measured Spatial Room Impulse Response. The choice of the rendering methods was made to design stimuli categories in which the availability and reproduction quality of acoustic cues are different. The proposed models have been evaluated in an online experiment gathering 108 participants who were asked to provide judgments of auditory distance about a stationary source. To evaluate the importance of environmental cues, participants had to describe the environment in which they were running the experiment, and more specifically the volume of the room and the distance to the wall they were facing. It could be shown that these context cues had a limited, but significant, influence on the perceived auditory distance.


Author(s):  
Chiara Höhler ◽  
Nils David Rasamoel ◽  
Nina Rohrbach ◽  
John Paulin Hansen ◽  
Klaus Jahn ◽  
...  

Abstract Background Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment. Methods Different aspects of VSP (stereovision and spatial localization/visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients. Results In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = 0.021, p = 0.002, p = 0.046) and in the three-dimensionality task (p = 0.003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = 0.001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = 0.042), whereas the three-dimensionality task was unaffected (p = 0.317). Regression analyses confirmed a lacking impact of patients’ quality of stereovision on AR task performance, while spatial localization/visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks. Conclusion Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization/visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients’ impaired VSP.  Trial registration: The trial was not registered, as it was an observational study.


2021 ◽  
Author(s):  
Chiara Höhler ◽  
Nils David Rasamoel ◽  
Nina Rohrbach ◽  
John Paulin Hansen ◽  
Klaus Jahn ◽  
...  

Abstract Background Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment.Methods Different aspects of VSP (stereovision and spatial localization / visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients.Results In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = .021, p = .002, p = .046) and in the three-dimensionality task (p = .003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = .001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = .042), whereas the three-dimensionality task was unaffected (p = .317). Regression analyses confirmed a lacking impact of patients’ quality of stereovision on AR task performance, while spatial localization / visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks.Conclusion Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization / visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients’ impaired VSP.Trial registration The trial was not registered, as it was an observational study.


i-Perception ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 204166952110239
Author(s):  
Junjun Zhang ◽  
Xiaoyan Yang ◽  
Zhenlan Jin ◽  
Ling Li

The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation in VR. Here, we measured the distance estimation using a bisection (Experiment 1) and a blind-walking (Experiments 2 and 3) method. Participants performed distance judgments in VR, which rendered either virtual indoor or outdoor scenes. Experiments were also carried out in either real-world indoor or outdoor locations. In the bisection experiment, judged distance in virtual outdoor was greater than that in virtual indoor. However, the real-world environment had no impact on distance judgment estimated by bisection. In the blind-walking experiment, judged distance in real-world outdoor was greater than that in real-world indoor. On the other hand, the virtual environment had no impact on distance judgment estimated by blind-walking. Generally, our results suggest that both the virtual and real-world environments have an impact on distance judgment in VR. Especially, the real-world environment where a person is physically located during a VR experience influences the person’s distance estimation in VR.


2020 ◽  
Vol 9 (11) ◽  
pp. 614
Author(s):  
Chien-Hsiung Chen ◽  
Xiao Li

Restricted by the small screen size, it is challenging for users to obtain all the wayfinding content they need when utilizing mobile devices. This study investigated the effects of map size and interactive interface on users’ wayfinding performance and preference when using mobile devices. Two types of interactive interfaces (i.e., panning and peephole interfaces) and three different map sizes (i.e., small, medium, and large) were examined. The experiment was a 2 × 3 between-subjects design. Sixty participants were invited to complete five wayfinding tasks (i.e., Euclidean distance judgment, route distance judgment, landmark recognition, map section rotation, and route recognition), a system usability scale (SUS) questionnaire, and the subjective preference questionnaire. The results showed that: (1) The participants’ wayfinding performance was affected by the map size and interactive interface; (2) the peephole interface was superior for the Euclidean distance judgment and the route recognition tasks; (3) it does not always take a significantly longer time to complete the task with the larger map when performing the map section rotation task with the panning interface; and (4) the usability scores of the peephole interface were considered above average, and it had a positive impact on the participants’ preferences.


Energies ◽  
2020 ◽  
Vol 13 (20) ◽  
pp. 5520
Author(s):  
Chun-Yao Lee ◽  
Kuan-Yu Huang ◽  
Yi-Xing Shen ◽  
Yao-Chen Lee

In this paper, we propose using particle swarm optimization (PSO) which can improve weighted k-nearest neighbors (PWKNN) to diagnose the failure of a wind power system. PWKNN adjusts weight to correctly reflect the importance of features and uses the distance judgment strategy to figure out the identical probability of multi-label classification. The PSO optimizes the weight and parameter k of PWKNN. This testing is based on four classified conditions of the 300 W wind generator which include healthy, loss of lubrication in the gearbox, angular misaligned rotor, and bearing fault. Current signals are used to measure the conditions. This testing tends to establish a feature database that makes up or trains classifiers through feature extraction. Not lowering the classification accuracy, the correlation coefficient of feature selection is applied to eliminate irrelevant features and to diminish the runtime of classifiers. A comparison with other traditional classifiers, i.e., backpropagation neural network (BPNN), k-nearest neighbor (k-NN), and radial basis function network (RBFN) shows that PWKNN has a higher classification accuracy. The feature selection can diminish the average features from 16 to 2.8 and can reduce the runtime by 61%. This testing can classify these four conditions accurately without being affected by noise and it can reach an accuracy of 83% in the condition of signal-to-noise ratio (SNR) is 20dB. The results show that the PWKNN approach is capable of diagnosing the failure of a wind power system.


2020 ◽  
Vol 10 (4) ◽  
pp. 1427
Author(s):  
Chiuhsiang Joe Lin ◽  
Betsha Tizazu Abreham ◽  
Dino Caesaron ◽  
Bereket Haile Woldegiorgis

An experiment was done to explore the effects of two virtual display systems on the accuracy of exocentric distance judgment and position. Sixteen participants viewed animated virtual targets using either a head-mounted display (HMD) or a stereoscopic widescreen display (SWD). The virtual targets have been shown, one at a time, at three depth levels and with two corresponding exocentric distances and three target sizes at each target distance and, afterward, via pointing by holding a stick to estimate the exocentric distance and position of each target. The position data were collected using an OptiTrack motion capture system. The results showed that the accuracy of exocentric distance judgment was higher with the head-mounted displays than with the stereoscopic widescreen displays. In addition, higher position accuracy in the X-direction was obtained from the stereoscopic widescreen displays, whereas no significant difference was observed in position accuracy in the Y-direction. However, it is possible that the HMD could give better accuracy in both exocentric distance and position judgments in the frontal plane, if the HMD had been perfectly mounted and flawlessly fit the participant’s eyes. The result also revealed that exocentric distance judgment was significantly higher at the farthest target distances than at the nearest distance. Similarly, the position accuracy significantly increased as exocentric distance decreased. Moreover, engineers may allude to the findings as the evidence from the study suggests that the intermediate target distances might be fitting or ideal distances to design and structure 3D applications.


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