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Emily A. Cooper

dblp:96/7995 · DBLP profile ↗
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13ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0003-4889-7446ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Virtual and augmented reality · 52% Computational photography and imaging · 25% Rendering · 12%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 100%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
near-eye display
0.522017
Accommodation-invariant computational near-eye displays · ACM Trans. Graph. 2017
Novel Optical Configurations for Virtual Reality: Evaluating User Preference and Performance with Focus-tunable and Monovision Near-eye Displays · CHI 2016
Virtual and augmented reality › depth perception
vergence-accommodation conflict
0.522017
Accommodation-invariant computational near-eye displays · ACM Trans. Graph. 2017
Novel Optical Configurations for Virtual Reality: Evaluating User Preference and Performance with Focus-tunable and Monovision Near-eye Displays · CHI 2016
Virtual and augmented reality › 3d display
stereoscopic display
0.512021
A Re-examination of Dichoptic Tone Mapping · ACM Trans. Graph. 2021
Computational photography and imaging
tone mapping
0.512021
A Re-examination of Dichoptic Tone Mapping · ACM Trans. Graph. 2021
Computational photography and imaging
high dynamic range imaging
0.212015
Simulating the Visual Experience of Very Bright and Very Dark Scenes · ACM Trans. Graph. 2015
Rendering
perceptual rendering
0.212015
Simulating the Visual Experience of Very Bright and Very Dark Scenes · ACM Trans. Graph. 2015
Rendering
image-based rendering
0.212013
Perception of perspective distortions in image-based rendering · ACM Trans. Graph. 2013
Computational photography and imaging › depth of field
defocus blur
0.112010
Using blur to affect perceived distance and size · ACM Trans. Graph. 2010
Virtual and augmented reality
depth perception
0.112010
Using blur to affect perceived distance and size · ACM Trans. Graph. 2010
Visualization and visual analytics
perception
0.112010
Using blur to affect perceived distance and size · ACM Trans. Graph. 2010
Immersive interaction
virtual reality interaction
0.112017
Accommodation-invariant computational near-eye displays · ACM Trans. Graph. 2017
Immersive interaction
visual discomfort
0.112016
Novel Optical Configurations for Virtual Reality: Evaluating User Preference and Performance with Focus-tunable and Monovision Near-eye Displays · CHI 2016
Visualization and visual analytics › visualization evaluation
psychophysical evaluation
0.112015
Simulating the Visual Experience of Very Bright and Very Dark Scenes · ACM Trans. Graph. 2015

Methods — techniques the papers use, named apart from their topics

user study · 1.1user experiment · 0.6optical engineering · 0.6exposure bracketing · 0.5phenomenological modeling · 0.2gaze-adaptive display · 0.2psychophysical experiment · 0.2predictive model of distortion · 0.2probabilistic modeling · 0.1
YearPublicationVenuePosition
2025 Statistical regularities in natural scenes that support figure-ground segregation by neural populations
abstract
Differentiating objects, people, and animals from their surroundings is a key visual function, referred to as figure-ground segregation. Psychological research has established that humans use diverse visual features such as shape, texture, motion, and distance to identify figures. However, our understanding of the neural computations supporting figure-ground segregation remains incomplete. Recent neurophysiological observations in cortical area MT of primates - a region important for motion and depth processing - suggest that neurons in this area favor visual features that intuitively map onto figures, such as faster motion and closer distances. Inspired by these new observations, here we test the hypothesis that figures in natural scenes contain statistical regularities in motion and distance detectable at the scale of neuronal receptive fields. We combined statistical measurements of motion and distance from natural scenes with figure-ground annotations and simulations of receptive field inputs. Within simulated receptive fields, inputs corresponding to figures tended to move faster and more coherently, and tended to be nearer in distance, than the surrounding area. Our simulation predicts that the statistical regularities associated with figure motion increase notably with retinal eccentricity, while the distance statistics do not. Lastly, we implemented a simple neural population model illustrating how MT response properties, in combination with these statistics, can favor the representation of visual features associated with figures. These results enrich our understanding of the computations supporting figure-ground segregation, provide a normative account for recent neurophysiological observations, and contribute to converging lines of evidence that the brain exploits natural statistics to prioritize behaviorally-relevant information.
Clara T. Friedman, Minqi Wang, Thomas Yerxa, Bryce A. Arseneau, Emily A. Cooper
PLoS Comput. Biol.6
2024 Transformations of sensory information in the brain suggest changing criteria for optimality
abstract
Neurons throughout the brain modulate their firing rate lawfully in response to sensory input. Theories of neural computation posit that these modulations reflect the outcome of a constrained optimization in which neurons aim to robustly and efficiently represent sensory information. Our understanding of how this optimization varies across different areas in the brain, however, is still in its infancy. Here, we show that neural sensory responses transform along the dorsal stream of the visual system in a manner consistent with a transition from optimizing for information preservation towards optimizing for perceptual discrimination. Focusing on the representation of binocular disparities-the slight differences in the retinal images of the two eyes-we re-analyze measurements characterizing neuronal tuning curves in brain areas V1, V2, and MT (middle temporal) in the macaque monkey. We compare these to measurements of the statistics of binocular disparity typically encountered during natural behaviors using a Fisher Information framework. The differences in tuning curve characteristics across areas are consistent with a shift in optimization goals: V1 and V2 population-level responses are more consistent with maximizing the information encoded about naturally occurring binocular disparities, while MT responses shift towards maximizing the ability to support disparity discrimination. We find that a change towards tuning curves preferring larger disparities is a key driver of this shift. These results provide new insight into previously-identified differences between disparity-selective areas of cortex and suggest these differences play an important role in supporting visually-guided behavior. Our findings emphasize the need to consider not just information preservation and neural resources, but also relevance to behavior, when assessing the optimality of neural codes.
Tyler S. Manning, Emma Alexander, Bruce G. Cumming, Gregory C. DeAngelis, Emily A. Cooper
PLoS Comput. Biol.6
2024 The Effect of Interocular Contrast Differences on the Appearance of Augmented Reality Imagery
abstract
Augmented reality (AR) devices seek to create compelling visual experiences that merge virtual imagery with the natural world. These devices often rely on wearable near-eye display systems that can optically overlay digital images to the left and right eyes of the user separately. Ideally, the two eyes should be shown images with minimal radiometric differences (e.g., the same overall luminance, contrast, and color in both eyes), but achieving this binocular equality can be challenging in wearable systems with stringent demands on weight and size. Basic vision research has shown that a spectrum of potentially detrimental perceptual effects can be elicited by imagery with radiometric differences between the eyes, but it is not clear whether and how these findings apply to the experience of modern AR devices. In this work, we first develop a testing paradigm for assessing multiple aspects of visual appearance at once, and characterize five key perceptual factors when participants viewed stimuli with interocular contrast differences. In a second experiment, we simulate optical see-through AR imagery using conventional desktop LCD monitors and use the same paradigm to evaluate the multi-faceted perceptual implications when the AR display luminance differs between the two eyes. We also include simulations of monocular AR systems (i.e., systems in which only one eye sees the displayed image). Our results suggest that interocular contrast differences can drive several potentially detrimental perceptual effects in binocular AR systems, such as binocular luster, rivalry, and spurious depth differences. In addition, monocular AR displays tend to have more artifacts than binocular displays with a large contrast difference in the two eyes. A better understanding of the range and likelihood of these perceptual phenomena can help inform design choices that support high-quality user experiences in AR.
Minqi Wang, Dennis M. Levi, Emily A. Cooper
ACM Trans. Appl. Percept.4
2022 Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays
abstract
Near-eye display systems for augmented reality (AR) aim to seamlessly merge virtual content with the user’s view of the real-world. A substantial limitation of current systems is that they only present virtual content over a limited portion of the user’s natural field of view (FOV). This limitation reduces the immersion and utility of these systems. Thus, it is essential to quantify FOV coverage in AR systems and understand how to maximize it. It is straightforward to determine the FOV coverage for monocular AR systems based on the system architecture. However, stereoscopic AR systems that present 3D virtual content create a more complicated scenario because the two eyes’ views do not always completely overlap. The introduction of partial binocular overlap in stereoscopic systems can potentially expand the perceived horizontal FOV coverage, but it can also introduce perceptual nonuniformity artifacts. In this arrticle, we first review the principles of binocular FOV overlap for natural vision and for stereoscopic display systems. We report the results of a set of perceptual studies that examine how different amounts and types of horizontal binocular overlap in stereoscopic AR systems influence the perception of nonuniformity across the FOV. We then describe how to quantify the horizontal FOV in stereoscopic AR when taking 3D content into account. We show that all stereoscopic AR systems result in a variable horizontal FOV coverage and variable amounts of binocular overlap depending on fixation distance. Taken together, these results provide a framework for optimizing perceived FOV coverage and minimizing perceptual artifacts in stereoscopic AR systems for different use cases.
Minqi Wang, Emily A. Cooper
ACM Trans. Appl. Percept.2
2021 A Re-examination of Dichoptic Tone Mapping
abstract
, selectively emphasize contrast differently in the two eyes' views. The visual system integrates these contrast differences into a unified percept, which is theorized to contain more contrast overall than each eye's view on its own. As stereoscopic displays become increasingly common for augmented and virtual reality (AR/VR), dichoptic tone mapping is an appealing technique for imaging pipelines. We sought to examine whether a standard photographic technique, exposure bracketing, could be modified to enhance contrast similarly to dichoptic tone mapping. While assessing the efficacy of this technique with user studies, we also re-evaluated existing dichoptic tone mapping methods. Across several user studies; however, we did not find evidence that either dichoptic tone mapping or dichoptic exposures consistently increased subjective image preferences. We also did not observe improvements in subjective or objective measures of detail visibility. We did find evidence that dichoptic methods enhanced subjective 3D impressions. Here, we present these results and evaluate the potential contributions and current limitations of dichoptic methods for applications in stereoscopic displays.
Minqi Wang, Emily A. Cooper
ACM Trans. Graph.2
2020 Efficient sensory coding of multidimensional stimuli
abstract
According to the efficient coding hypothesis, sensory systems are adapted to maximize their ability to encode information about the environment. Sensory neurons play a key role in encoding by selectively modulating their firing rate for a subset of all possible stimuli. This pattern of modulation is often summarized via a tuning curve. The optimally efficient distribution of tuning curves has been calculated in variety of ways for one-dimensional (1-D) stimuli. However, many sensory neurons encode multiple stimulus dimensions simultaneously. It remains unclear how applicable existing models of 1-D tuning curves are for neurons tuned across multiple dimensions. We describe a mathematical generalization that builds on prior work in 1-D to predict optimally efficient multidimensional tuning curves. Our results have implications for interpreting observed properties of neuronal populations. For example, our results suggest that not all tuning curve attributes (such as gain and bandwidth) are equally useful for evaluating the encoding efficiency of a population.
Thomas E. Yerxa, Eric Kee, Michael R. DeWeese, Emily A. Cooper
PLoS Comput. Biol.4
2019 Assessing Neural Network Scene Classification from Degraded Images
abstract
Scene recognition is an essential component of both machine and biological vision. Recent advances in computer vision using deep convolutional neural networks (CNNs) have demonstrated impressive sophistication in scene recognition, through training on large datasets of labeled scene images (Zhou et al. 2018, 2014). One criticism of CNN-based approaches is that performance may not generalize well beyond the training image set (Torralba and Efros 2011), and may be hampered by minor image modifications, which in some cases are barely perceptible to the human eye (Goodfellow et al. 2015; Szegedy et al. 2013). While these “adversarial examples” may be unlikely in natural contexts, during many real-world visual tasks scene information can be degraded or limited due to defocus blur, camera motion, sensor noise, or occluding objects. Here, we quantify the impact of several image degradations (some common, and some more exotic) on indoor/outdoor scene classification using CNNs. For comparison, we use human observers as a benchmark, and also evaluate performance against classifiers using limited, manually selected descriptors. While the CNNs outperformed the other classifiers and rivaled human accuracy for intact images, our results show that their classification accuracy is more affected by image degradations than human observers. On a practical level, however, accuracy of the CNNs remained well above chance for a wide range of image manipulations that disrupted both local and global image statistics. We also examine the level of image-by-image agreement with human observers, and find that the CNNs’ agreement with observers varied as a function of the nature of image manipulation. In many cases, this agreement was not substantially different from the level one would expect to observe for two independent classifiers. Together, these results suggest that CNN-based scene classification techniques are relatively robust to several image degradations. However, the pattern of classifications obtained for ambiguous images does not appear to closely reflect the strategies employed by human observers.
Timothy Tadros, Nicholas C. Cullen, Michelle R. Greene, Emily A. Cooper
ACM Trans. Appl. Percept.4
2017 Accommodation-invariant computational near-eye displays
abstract
Although emerging virtual and augmented reality (VR/AR) systems can produce highly immersive experiences, they can also cause visual discomfort, eyestrain, and nausea. One of the sources of these symptoms is a mismatch between vergence and focus cues. In current VR/AR near-eye displays, a stereoscopic image pair drives the vergence state of the human visual system to arbitrary distances, but the accommodation, or focus, state of the eyes is optically driven towards a fixed distance. In this work, we introduce a new display technology, dubbed accommodation-invariant (AI) near-eye displays, to improve the consistency of depth cues in near-eye displays. Rather than producing correct focus cues, AI displays are optically engineered to produce visual stimuli that are invariant to the accommodation state of the eye. The accommodation system can then be driven by stereoscopic cues, and the mismatch between vergence and accommodation state of the eyes is significantly reduced. We validate the principle of operation of AI displays using a prototype display that allows for the accommodation state of users to be measured while they view visual stimuli using multiple different display modes.
Robert Konrad 0001, Nitish Padmanaban, Keenan Molner, Emily A. Cooper, Gordon Wetzstein
ACM Trans. Graph.4
2016 Novel Optical Configurations for Virtual Reality: Evaluating User Preference and Performance with Focus-tunable and Monovision Near-eye Displays
abstract
Emerging virtual reality (VR) displays must overcome the prevalent issue of visual discomfort to provide high-quality and immersive user experiences. In particular, the mismatch between vergence and accommodation cues inherent to most stereoscopic displays has been a long standing challenge. In this paper, we evaluate several adaptive display modes afforded by focus-tunable optics or actuated displays that have the promise to mitigate visual discomfort caused by the vergence-accommodation conflict, and improve performance in VR environments. We also explore monovision as an unconventional mode that allows each eye of an observer to accommodate to a different distance. While this technique is common practice in ophthalmology, we are the first to report its effectiveness for VR applications with a custom built set up. We demonstrate that monovision and other focus-tunable display modes can provide better user experiences and improve user performance in terms of reaction times and accuracy, particularly for nearby simulated distances in VR.
Robert Konrad 0001, Emily A. Cooper, Gordon Wetzstein
CHI2
2015 Predicting Cortical Dark/Bright Asymmetries from Natural Image Statistics and Early Visual Transforms
abstract
The nervous system has evolved in an environment with structure and predictability. One of the ubiquitous principles of sensory systems is the creation of circuits that capitalize on this predictability. Previous work has identified predictable non-uniformities in the distributions of basic visual features in natural images that are relevant to the encoding tasks of the visual system. Here, we report that the well-established statistical distributions of visual features--such as visual contrast, spatial scale, and depth--differ between bright and dark image components. Following this analysis, we go on to trace how these differences in natural images translate into different patterns of cortical input that arise from the separate bright (ON) and dark (OFF) pathways originating in the retina. We use models of these early visual pathways to transform natural images into statistical patterns of cortical input. The models include the receptive fields and non-linear response properties of the magnocellular (M) and parvocellular (P) pathways, with their ON and OFF pathway divisions. The results indicate that there are regularities in visual cortical input beyond those that have previously been appreciated from the direct analysis of natural images. In particular, several dark/bright asymmetries provide a potential account for recently discovered asymmetries in how the brain processes visual features, such as violations of classic energy-type models. On the basis of our analysis, we expect that the dark/bright dichotomy in natural images plays a key role in the generation of both cortical and perceptual asymmetries.
Emily A. Cooper, Anthony M. Norcia
PLoS Comput. Biol.1
2015 Simulating the Visual Experience of Very Bright and Very Dark Scenes
abstract
The human visual system can operate in a wide range of illumination levels due to several adaptation processes working in concert. For the most part, these adaptation mechanisms are transparent, leaving the observer unaware of his or her absolute adaptation state. At extreme illumination levels, however, some of these mechanisms produce perceivable secondary effects, or epiphenomena. In bright light, these include bleaching afterimages and adaptation afterimages, while in dark conditions these include desaturation, loss of acuity, mesopic hue shift, and the Purkinje effect. In this work we examine whether displaying these effects explicitly can be used to extend the apparent dynamic range of a conventional computer display. We present phenomenological models for each effect, describe efficient computer graphics methods for rendering our models, and propose a gaze-adaptive display that injects the effects into imagery on a standard computer monitor. Finally, we report the results of psychophysical experiments which reveal that, while mesopic epiphenomena are a strong cue that a stimulus is very dark, afterimages have little impact on the perception that a stimulus is very bright.
David E. Jacobs, Orazio Gallo, Emily A. Cooper, Kari Pulli, Marc Levoy
ACM Trans. Graph.3
2013 Perception of perspective distortions in image-based rendering
abstract
Image-based rendering (IBR) creates realistic images by enriching simple geometries with photographs, e.g., mapping the photograph of a building façade onto a plane. However, as soon as the viewer moves away from the correct viewpoint, the image in the retina becomes distorted, sometimes leading to gross misperceptions of the original geometry. Two hypotheses from vision science state how viewers perceive such image distortions, one claiming that they can compensate for them (and therefore perceive scene geometry reasonably correctly), and one claiming that they cannot compensate (and therefore can perceive rather significant distortions). We modified the latter hypothesis so that it extends to street-level IBR. We then conducted a rigorous experiment that measured the magnitude of perceptual distortions that occur with IBR for façade viewing. We also conducted a rating experiment that assessed the acceptability of the distortions. The results of the two experiments were consistent with one another. They showed that viewers' percepts are indeed distorted, but not as severely as predicted by the modified vision science hypothesis. From our experimental results, we develop a predictive model of distortion for street-level IBR, which we use to provide guidelines for acceptability of virtual views and for capture camera density. We perform a confirmatory study to validate our predictions, and illustrate their use with an application that guides users in IBR navigation to stay in regions where virtual views yield acceptable perceptual distortions.
Peter Vangorp, Christian Richardt, Emily A. Cooper, Gaurav Chaurasia, Martin S. Banks, George Drettakis
ACM Trans. Graph.3
2010 Using blur to affect perceived distance and size
abstract
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 semiautomated 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.
Robert T. Held, Emily A. Cooper, James F. O'Brien, Martin S. Banks
ACM Trans. Graph.2