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Betty J. Mohler

dblp:55/3626 · DBLP profile ↗
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33ranked-venue papers
2as first author
3since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 27 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 19 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 9 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging 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
7 papers
Virtual and augmented reality · 80% Image and video processing · 14% Visual content generation and editing · 6%
Human-computer interaction and pervasive computing
5 papers
Immersive interaction · 57% Collaborative and social computing · 39% Usability and user experience research · 2%
Artificial intelligence
2 papers
Generative modeling · 53% Face, body and person analysis · 27% 3D vision · 20%

Topics — the 23 heaviest of 25, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis
human pose
0.512021
Learning Realistic Human Reposing using Cyclic Self-Supervision with 3D Shape, Pose, and Appearance Consistency · ICCV 2021
Machine learning › Generative modeling
image generation
0.512021
Learning Realistic Human Reposing using Cyclic Self-Supervision with 3D Shape, Pose, and Appearance Consistency · ICCV 2021
Machine learning › Generative modeling › image generation
person image synthesis
0.512021
Learning Realistic Human Reposing using Cyclic Self-Supervision with 3D Shape, Pose, and Appearance Consistency · ICCV 2021
Virtual and augmented reality
immersive interaction
0.422015
Turbulent motions cannot shake VR · VR 2015
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Immersive interaction
virtual reality locomotion
0.432012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Perceptually inspired methods for naturally navigating virtual worlds · SIGGRAPH Asia Courses 2011
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.412019
Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method · VR 2019
Collaborative and social computing › collaborative learning
collaborative problem solving
0.412019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Collaborative and social computing
remote collaboration
0.412019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Immersive interaction › virtual reality locomotion › redirected walking
curvature gains
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Immersive interaction › virtual reality locomotion
redirected walking
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Virtual and augmented reality › virtual environment
immersive virtual environments
0.212015
Turbulent motions cannot shake VR · VR 2015
Virtual and augmented reality › immersive interaction
motion sickness
0.212015
Turbulent motions cannot shake VR · VR 2015
Virtual and augmented reality
presence
0.212015
Turbulent motions cannot shake VR · VR 2015
Image and video processing › image restoration › image deblurring
blind deconvolution
0.112012
Recording and Playback of Camera Shake: Benchmarking Blind Deconvolution with a Real-World Database · ECCV (7) 2012
Image and video processing
image restoration
0.112012
Recording and Playback of Camera Shake: Benchmarking Blind Deconvolution with a Real-World Database · ECCV (7) 2012
Visual content generation and editing
avatar generation
0.112019
The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.112019
Collaborative Problem Solving in Local and Remote VR Situations · VR 2019
Immersive interaction › self-motion perception
vection
0.112008
Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor Projection · VR 2008
Immersive interaction
virtual reality
0.112008
Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor Projection · VR 2008
Virtual and augmented reality
mixed reality
0.112014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Usability and user experience research › user perception
user comfort
0.012012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Performance modeling and evaluation
benchmarking
0.012012
Recording and Playback of Camera Shake: Benchmarking Blind Deconvolution with a Real-World Database · ECCV (7) 2012
Haptics and multimodal interaction
multimodal interaction
0.012011
Perceptually inspired methods for naturally navigating virtual worlds · SIGGRAPH Asia Courses 2011

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

user experiment · 0.8perceptual study · 0.8linear regression · 0.8self-supervision · 0.5cyclic consistency · 0.53d shape consistency · 0.5inverse kinematics · 0.4body-based cues · 0.2skin conductance · 0.2questionnaire · 0.2postural stability · 0.2heart rate · 0.2user study · 0.2perception manipulation · 0.2psychophysical experiment · 0.1dynamic gain control · 0.1perceptual cues · 0.1dynamic controller · 0.1
YearPublicationVenuePosition
2024 IEEE VR 2024 Steering Committee Message
abstract
The IEEE VR Steering Committee congratulates and offers gratitude to the enormous efforts of the IEEE VR Conference Organizing Committees—with special recognition for the multiple years of hard work of the General Chairs, Carolina Cruz-Neira, Greg Welch, and Xubo Yang. To realize the conference requires a sizeable, motivated team of volunteers to work with the IEEE conference management team. Maintaining the conference’s status as the premier international virtual reality conference is a testament to the commitment of all the organizers and participants that make up the IEEE Virtual Reality community.
Mark Billinghurst, Sabine Coquillart, Kiyoshi Kiyokawa, Gudrun Klinker, Anatole Lécuyer, Betty J. Mohler, Amela Sadagic, J. Edward Swan II, Mary C. Whitton
VR7
2023 IEEE VR 2023 Steering Committee Message
abstract
The IEEE VR Steering Committee congratulates and offers gratitude to the enormous efforts of the IEEE VR Conference Organizing Committees — with special recognition for the multiple years of hard work of the General Chairs, Xubo Yang, Kun Zhou, Tobias Langlotz, and Stephan Lukosch. To realize the conference requires a sizeable, motivated team of volunteers to work with the IEEE conference management team. Maintaining the conference's status as the premier international virtual reality conference is a testament to the commitment of all the organizers and participants that make up the IEEE Virtual Reality community.
Mark Billinghurst, Sabine Coquillart, Kiyoshi Kiyokawa, Gudrun Klinker, Anatole Lécuyer, Betty J. Mohler, Amela Sadagic, J. Edward Swan II, Mary C. Whitton
VR7
2021 Learning Realistic Human Reposing using Cyclic Self-Supervision with 3D Shape, Pose, and Appearance Consistency
abstract
Synthesizing images of a person in novel poses from a single image is a highly ambiguous task. Most existing approaches require paired training images; i.e. images of the same person with the same clothing in different poses. However, obtaining sufficiently large datasets with paired data is challenging and costly. Previous methods that forego paired supervision lack realism. We propose a self-supervised framework named SPICE (Self-supervised Person Image CrEation) that closes the image quality gap with supervised methods. The key insight enabling self-supervision is to exploit 3D information about the human body in several ways. First, the 3D body shape must remain unchanged when reposing. Second, representing body pose in 3D enables reasoning about self occlusions. Third, 3D body parts that are visible before and after reposing, should have similar appearance features. Once trained, SPICE takes an image of a person and generates a new image of that person in a new target pose. SPICE achieves state-of-the-art performance on the DeepFashion dataset, improving the FID score from 29.9 to 7.8 compared with previous unsupervised methods, and with performance similar to the state-of-the-art supervised method (6.4). SPICE also generates temporally coherent videos given an input image and a sequence of poses, despite being trained on static images only.
Soubhik Sanyal, Betty J. Mohler, Alex Vorobiov, Larry Davis 0001, Timo Bolkart, Javier Romero 0002, Matthew Loper, Michael J. Black
ICCV2
2019 The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual Reality
abstract
The creation of realistic self-avatars that users identify with is important for many virtual reality applications. However, current approaches for creating biometrically plausible avatars that represent a particular individual require expertise and are time-consuming. We investigated the visual perception of an avatar’s body dimensions by asking males and females to estimate their own body weight and shape on a virtual body using a virtual reality avatar creation tool. In a method of adjustment task, the virtual body was presented in an HTC Vive head-mounted display either co-located with (first-person perspective) or facing (third-person perspective) the participants. Participants adjusted the body weight and dimensions of various body parts to match their own body shape and size. Both males and females underestimated their weight by 10-20% in the virtual body, but the estimates of the other body dimensions were relatively accurate and within a range of ± 6%. There was a stronger influence of visual perspective on the estimates for males, but this effect was dependent on the amount of control over the shape of the virtual body, indicating that the results might be caused by where in the body the weight changes expressed themselves. These results suggest that this avatar creation tool could be used to allow participants to make a relatively accurate self-avatar in terms of adjusting body part dimensions, but not weight, and that the influence of visual perspective and amount of control needed over the body shape are likely gender-specific.
Anne Thaler, Sergi Pujades, Jeanine K. Stefanucci, Sarah H. Creem-Regehr, Joachim Tesch, Michael J. Black, Betty J. Mohler
SAP7
2019 The Influence of the Viewpoint in a Self-Avatar on Body Part and Self-Localization
abstract
The goal of this study is to determine how a self-avatar in virtual reality, experienced from different viewpoints on the body (at eye- or chest-height), might influence body part localization, as well as self-localization within the body. Previous literature shows that people do not locate themselves in only one location, but rather primarily in the face and the upper torso. Therefore, we aimed to determine if manipulating the viewpoint to either the height of the eyes or to the height of the chest would influence self-location estimates towards these commonly identified locations of self. In a virtual reality (VR) headset, participants were asked to point at several of their body parts (body part localization) as well as ”directly at you” (self-localization) with a virtual pointer. Both pointing tasks were performed before and after a self-avatar adaptation phase where participants explored a co-located, scaled, gender-matched, and animated self-avatar. We hypothesized that experiencing a self-avatar might reduce inaccuracies in body part localization, and that viewpoint would influence pointing responses for both body part and self-localization. Participants overall pointed relatively accurately to some of their body parts (shoulders, chin, and eyes), but very inaccurately to others, with large undershooting for the hips, knees, and feet, and large overshooting for the top of the head. Self-localization was spread across the body (as well as above the head) with the following distribution: the upper face (25%), the upper torso (25%), above the head (15%) and below the torso (12%). We only found an influence of viewpoint (eye- vs chest-height) during the self-avatar adaptation phase for body part localization and not for self-localization. The overall change in error distance for body part localization for the viewpoint at eye-height was small (M = –2.8 cm), while the overall change in error distance for the viewpoint at chest-height was significantly larger, and in the upwards direction relative to the body parts (M = 21.1 cm). In a post-questionnaire, there was no significant difference in embodiment scores between the viewpoint conditions. Most interestingly, having a self-avatar did not change the results on the self-localization pointing task, even with a novel viewpoint (chest-height). Possibly, body-based cues, or memory, ground the self when in VR. However, the present results caution the use of altered viewpoints in applications where veridical position sense of body parts is required.
Albert H. van der Veer, Adrian J. T. Alsmith, Matthew R. Longo, Hong Yu Wong, Daniel Diers, Matthias Bues, Anna P. Giron, Betty J. Mohler
SAP8
2019 Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method
abstract
In this work we present a collaborative virtual reality application for distributed engineering tasks, including a simple avatar calibration method. Use cases for the application include CAD review, ergonomics analyses or virtual training. Full-body avatars with approximately natural motion characteristics are used to improve collaboration in terms of co-presence and embodiment. Through a calibration process, scaled avatars based on body measurements can be generated by users from within the VR application. For motion tracking, only the tracking capabilities of the VR devices used (head mounted display and hand controllers) are required, in order to achieve a low initialization effort for usage of the application. We demonstrate a simple, yet effective method for measuring the human body which requires these VR devices only. Tracking only the user's head and hands, we require inverse kinematics (IK) for avatar motion reconstruction. On the other hand, this requires a calibrated avatar, otherwise body postures and gestures will be misrepresented. In the first step of the demo, two users can create their calibrated avatar at the same time and then carry out a collaborative CAD review in the second step.
Manuel Dixken, Daniel Diers, Benjamin Wingert, Adamantini Hatzipanayioti, Betty J. Mohler, Oliver Riedel, Matthias Bues
VR5
2019 Collaborative Problem Solving in Local and Remote VR Situations
abstract
Virtual Reality supports collaboration among partners across departments and fields, independent of physical boundaries. Virtual reality applications can solve the time and cost consuming logistic problem that companies encounter when sending experts to remote locations. However, it is not yet clear how effective partners collaborate when in remote locations. In one experiment, we examined whether partners who are physically in the same room and interact with each other before they start collaborating affects performance compared to collaborators who meet and interact only within the virtual space. Participants had to solve a Rubik's cube type three-dimensional puzzle by arranging cubes that varied in color within a solution space in such a way, so that each side of the solution space showed a single color. Participants were immersed within a virtual environment and in one condition participants were collocated in the same room (local condition), while in the other one they were located in different rooms (remote condition). Results showed that collaborators in both conditions successfully completed the task but performance was better during the local compared to the remote condition.
Adamantini Hatzipanayioti, Anastasia Pavlidou, Manuel Dixken, Heinrich H. Bülthoff, Tobias Meilinger, Matthias Bues, Betty J. Mohler
VR7
2019 The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements
abstract
Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating "The Virtual Caliper", which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.
Sergi Pujades, Betty J. Mohler, Anne Thaler, Joachim Tesch, Naureen Mahmood, Nikolas Hesse, Heinrich H. Bülthoff, Michael J. Black
IEEE Trans. Vis. Comput. Graph.2
2018 The role of avatar fidelity and sex on self-motion recognition
abstract
Avatars are important for games and immersive social media applications. Although avatars are still not complete digital copies of the user, they often aim to represent a user in terms of appearance (color and shape) and motion. Previous studies have shown that humans can recognize their own motions in point-light displays. Here, we investigated whether recognition of self-motion is dependent on the avatar's fidelity and the congruency of the avatar's sex with that of the participants. Participants performed different actions that were captured and subsequently remapped onto three different body representations: a point-light figure, a male, and a female virtual avatar. In the experiment, participants viewed the motions displayed on the three body representations and responded to whether the motion was their own. Our results show that there was no influence of body representation on self-motion recognition performance, participants were equally sensitive to recognize their own motion on the point-light figure and the virtual characters. In line with previous research, recognition performance was dependent on the action. Sensitivity was highest for uncommon actions, such as dancing and playing ping-pong, and was around chance level for running, suggesting that the degree of individuality of performing certain actions affects self-motion recognition performance. Our results show that people were able to recognize their own motions even when individual body shape cues were completely eliminated and when the avatar's sex differed from own. This suggests that people might rely more on kinematic information rather than shape and sex cues for recognizing own motion. This finding has important implications for avatar design in game and immersive social media applications.
Anne Thaler, Anna C. Wellerdiek, Markus Leyrer, Ekaterina Volkova-Volkmar, Nikolaus F. Troje, Betty J. Mohler
SAP6
2018 General Chair Message
abstract
It is our great pleasure to welcome you to the 25th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR), the premiere international conference focused on research in these domains! This year the name of the conference changed since the highly successful 12-year IEEE Symposium on 3D User Interfaces is brought back into the main VR conference. It is a tremendous honor to host the conference in Reutlingen on its first return to Germany since 2005. Reutlingen is situated nicely with respect to our research institutes, the city has the charm of a southern German town, and the recently built (2013) Stadthalle and concert venue has a professional team that is experienced in conferences highlighting innovation in technology. This venue has enabled us to create a large program both in scientific content and in terms of demonstration and exhibit space.
Betty J. Mohler, Torsten W. Kuhlen, Matthias Bues, Evan A. Suma, Martin Göbel
VR1
2017 Comparing Individual and Collaborative Problem Solving in Environmental Search
Franziska Keilmann, Stephan de la Rosa, Stephan Schwan, Ulrike Cress, Betty J. Mohler, Heinrich H. Bülthoff, Tobias Meilinger
CogSci5
2016 Enhancing stress management techniques using virtual reality
abstract
Chronic stress is one of the major problems in our current fast paced society. The body reacts to environmental stress with physiological changes (e.g. accelerated heart rate), increasing the activity of the sympathetic nervous system. Normally the parasympathetic nervous system should bring us back to a more balanced state after the stressful event is over. However, nowadays we are often under constant pressure, with a multitude of stressful events per day, which can result in us constantly being out of balance. This highlights the importance of effective stress management techniques that are readily accessible to a wide audience. In this paper we present an exploratory study investigating the potential use of immersive virtual reality for relaxation with the purpose of guiding further design decisions, especially about the visual content as well as the interactivity of virtual content. Specifically, we developed an underwater world for head-mounted display virtual reality. We performed an experiment to evaluate the effectiveness of the underwater world environment for relaxation, as well as to evaluate if the underwater world in combination with breathing techniques for relaxation was preferred to standard breathing techniques for stress management. The underwater world was rated as more fun and more likely to be used at home than a traditional breathing technique, while providing a similar degree of relaxation.
Florian Soyka, Markus Leyrer, Joe Smallwood, Chris Ferguson, Bernhard E. Riecke, Betty J. Mohler
SAP6
2015 Evoking and assessing vastness in virtual environments
abstract
Many have experienced vastness, the feeling when the visual space seems to extend without limits away from you, making you feel like a small element within the space. For over 200 years, people have been writing about this experience, for example stating that vastness is important to the experience of awe [Mikulak 2015]. Yet vastness has received little attention in empirical research. Specifically, it is unknown which aspects of the visual stimulus contribute to perceived vastness. This may be due to the inherent difficulties in presenting a variety of vast stimuli while varying only specific visual cues. Using virtual reality addresses these difficulties, as this technology provides precise control over the presented visual stimuli. Here we investigate whether the feeling of vastness can be evoked using virtual reality and explore potential objective measures to assess vastness. We used three different measures during this experiment: 1) An avatar height adjustment task where participants had to adjust an avatar to be equivalent to their own height as viewed from a distance, 2) a distance estimation task and 3) a subjective vastness rating task. These tasks were performed in four environments: a plain (used in all subsequent environments for the ground and sky surfaces), a forest, a mountain and the mountain and forest environments combined. Our results indicate that the feeling of vastness can indeed be experienced to various degrees in virtual environments, demonstrating the potential of VR as a tool for exploring the perception of vastness. Yet the results combined suggest that the percept of vastness is a rather complex construct.
Greg Rauhoeft, Markus Leyrer, William B. Thompson, Jeanine K. Stefanucci, Roberta L. Klatzky, Betty J. Mohler
SAP6
2015 Perception of strength and power of realistic male characters
abstract
We investigated the influence of body shape and pose on the perception of physical strength and social power for male virtual characters. In the first experiment, participants judged the physical strength of varying body shapes, derived from a statistical 3D body model. Based on these ratings, we determined three body shapes (weak, average, and strong) and animated them with a set of power poses for the second experiment. Participants rated how strong or powerful they perceived virtual characters of varying body shapes that were displayed in different poses. Our results show that perception of physical strength was mainly driven by the shape of the body. However, the social attribute of power was influenced by an interaction between pose and shape. Specifically, the effect of pose on power ratings was greater for weak body shapes. These results demonstrate that a character with a weak shape can be perceived as more powerful when in a high-power pose.
Anna C. Wellerdiek, Martin Breidt, Michael Geuss, Stephan Streuber, Uwe Kloos, Michael J. Black, Betty J. Mohler
SAP7
2015 Turbulent motions cannot shake VR
abstract
The International Air Transport Association forecasts that there will be at least a 30% increase in passenger demand for flights over the next five years. In these circumstances the aircraft industry is looking for new ways to keep passengers occupied, entertained and healthy, and one of the methods under consideration is immersive virtual reality. It is therefore becoming important to understand how motion sickness and presence in virtual reality are influenced by physical motion. We were specifically interested in the use of head-mounted displays (HMD) while experiencing in-flight motions such as turbulence. 50 people were tested in different virtual environments varying in their context (virtual airplane versus magic carpet ride over tropical islands) and the way the physical motion was incorporated into the virtual world (matching visual and auditory stimuli versus no incorporation). Participants were subjected to three brief periods of turbulent motions realized with a motion simulator. Physiological signals (postural stability, heart rate and skin conductance) as well as subjective experiences (sickness and presence questionnaires) were measured. None of our participants experienced severe motion sickness during the experiment and although there were only small differences between conditions we found indications that it is beneficial for both wellbeing and presence to choose a virtual environment in which turbulent motions could be plausible and perceived as part of the scenario. Therefore we can conclude that brief exposure to turbulent motions does not get participants sick.
Florian Soyka, Elena Kokkinara, Markus Leyrer, Heinrich H. Bülthoff, Mel Slater, Betty J. Mohler
VR6
2015 Eye Height Manipulations: A Possible Solution to Reduce Underestimation of Egocentric Distances in Head-Mounted Displays
abstract
Virtual reality technology can be considered a multipurpose tool for diverse applications in various domains, for example, training, prototyping, design, entertainment, and research investigating human perception. However, for many of these applications, it is necessary that the designed and computer-generated virtual environments are perceived as a replica of the real world. Many research studies have shown that this is not necessarily the case. Specifically, egocentric distances are underestimated compared to real-world estimates regardless of whether the virtual environment is displayed in a head-mounted display or on an immersive large-screen display. While the main reason for this observed distance underestimation is still unknown, we investigate a potential approach to reduce or even eliminate this distance underestimation. Building up on the angle of declination below the horizon relationship for perceiving egocentric distances, we describe how eye height manipulations in virtual reality should affect perceived distances. In addition, we describe how this relationship could be exploited to reduce distance underestimation for individual users. In a first experiment, we investigate the influence of a manipulated eye height on an action-based measure of egocentric distance perception. We found that eye height manipulations have similar predictable effects on an action-based measure of egocentric distance as we previously observed for a cognitive measure. This might make this approach more useful than other proposed solutions across different scenarios in various domains, for example, for collaborative tasks. In three additional experiments, we investigate the influence of an individualized manipulation of eye height to reduce distance underestimation in a sparse-cue and a rich-cue environment. In these experiments, we demonstrate that a simple eye height manipulation can be used to selectively alter perceived distances on an individual basis, which could be helpful to enable every user to have an experience close to what was intended by the content designer.
Markus Leyrer, Sally A. Linkenauger, Heinrich H. Bülthoff, Betty J. Mohler
ACM Trans. Appl. Percept.4
2014 Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space
abstract
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
Mirabelle D'Cruz, Harshada Patel, Laura Lewis, Sue Cobb, Matthias Bues, Oliver Stefani, Tredeaux Grobler, Kaj Helin, Juhani Viitaniemi, Susanna Aromaa, Bernd Fröhlich 0001, Stephan Beck 0001, André Kunert, Alexander Kulik, Ioannis Karaseitanidis, Panagiotis Psonis, Nikos Frangakis, Mel Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, Betty J. Mohler, Markus Leyrer, Florian Soyka, Enrico Gaia, Domenico Tedone, Michael Olbert, Mario Cappitelli
VR22
2014 Can I Recognize My Body's Weight? The Influence of Shape and Texture on the Perception of Self
abstract
The goal of this research was to investigate women's sensitivity to changes in their perceived weight by altering the body mass index (BMI) of the participants' personalized avatars displayed on a large-screen immersive display. We created the personalized avatars with a full-body 3D scanner that records the participants' body geometry and texture. We altered the weight of the personalized avatars to produce changes in BMI while keeping height, arm length, and inseam fixed and exploited the correlation between body geometry and anthropometric measurements encapsulated in a statistical body shape model created from thousands of body scans. In a 2 × 2 psychophysical experiment, we investigated the relative importance of visual cues, namely shape (own shape vs. an average female body shape with equivalent height and BMI to the participant) and texture (own photo-realistic texture or checkerboard pattern texture) on the ability to accurately perceive own current body weight (by asking the participant, “Is it the same weight as you?”). Our results indicate that shape (where height and BMI are fixed) had little effect on the perception of body weight. Interestingly, the participants perceived their body weight veridically when they saw their own photo-realistic texture. As compared to avatars with photo-realistic texture, the avatars with checkerboard texture needed to be significantly thinner in order to represent the participants' current weight. This suggests that in general the avatars with checkerboard texture appeared bigger. The range that the participants accepted as their own current weight was approximately a 0.83% to − 6.05% BMI change tolerance range around their perceived weight. Both the shape and the texture had an effect on the reported similarity of the body parts and the whole avatar to the participant's body. This work has implications for new measures for patients with body image disorders, as well as researchers interested in creating personalized avatars for games, training applications, or virtual reality.
Ivelina V. Piryankova, Jeanine K. Stefanucci, Javier Romero 0002, Stephan de la Rosa, Michael J. Black, Betty J. Mohler
ACM Trans. Appl. Percept.6
2014 Introduction to Special Issue SAP 2014
abstract
No abstract available.
Betty J. Mohler
ACM Trans. Appl. Percept.2
2013 The influence of shape and culture on visual volume perception of virtual rooms
abstract
The ability of humans to apprehend the overall size or volume of an indoor space is not well understood. Previous research has highlighted a 'rectangularity illusion', in which rectangular rooms appear to be larger than square rooms of the same size (identical volume), showing that the subjective perceived space cannot be explained from the mathematical formula for volume, i.e. length × width × height. Instead, the results suggest that one might use the longest dimension of the space as a simplified strategy to assess room size [Sadalla and Oxley 1984].
Aurelie Saulton, Trevor J. Dodds, Joachim Tesch, Betty J. Mohler, Heinrich H. Bülthoff
SAP4
2013 Perception of emotional body expressions in narrative scenarios
abstract
People use body motion to express and recognise emotions. We investigated whether emotional body expressions can be recognised when they are recorded during natural narration, where actors freely express the emotional colouring of a story told. We then took only the upper body motion trajectories and presented them to participants in the form of animated stick figures. The observers were asked to categorise the emotions expressed in short motion sequences. The results show that recognition level of eleven emotions shown via upper body is significantly above chance level and the responses to motion sequences are consistent across observers.
Ekaterina P. Volkova, Betty J. Mohler, Trevor J. Dodds, Joachim Tesch, Heinrich H. Bülthoff
SAP2
2013 Recognizing your own motions on virtual avatars: is it me or not?
abstract
Most of the time point-light figures are used for motion-recognition, which present motions by only displaying the moving joints of the actor. In this study we were interested in whether self-recognition of motion changes with different representations. First, we captured participants' motions and remapped them on a point-light figure and a male and female virtual avatar. In the second part the same participants were asked to recognize their own motions on all three representations. We found that the recognition rate for own motions is high across all representations and different actions. The recognition rate was better on the point-light figure, despite being perceived as most difficult from the participants. The gender of the visual avatar did not matter in self-recognition.
Anna C. Wellerdiek, Markus Leyrer, Ekaterina P. Volkova, Dong-Seon Chang, Betty J. Mohler
SAP5
2012 Recording and Playback of Camera Shake: Benchmarking Blind Deconvolution with a Real-World Database
Rolf Köhler, Michael Hirsch 0001, Betty J. Mohler, Bernhard Schölkopf, Stefan Harmeling
ECCV (7)3
2012 Velocity-Dependent Dynamic Curvature Gain for Redirected Walking
abstract
Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysical experiment, we found that sensitivity to walking on a curved path was significantly lower for slower walking speeds (radius of 10 m versus 22 m). In an applied study, we investigated the influence of a velocity-dependent dynamic gain controller and an avatar controller on the average distance that participants were able to freely walk before needing to be reoriented. The mean walked distance was significantly greater in the dynamic gain controller condition, as compared to the static controller (22 m versus 15 m). Our results demonstrate that perceptually motivated dynamic redirected walking techniques, in combination with reorientation techniques, allow for unaided exploration of a large virtual city model.
Christian T. Neth, Jan L. Souman, David Engel, Uwe Kloos, Heinrich H. Bülthoff, Betty J. Mohler
IEEE Trans. Vis. Comput. Graph.6
2011 The POETICON enacted scenario corpus - A tool for human and computational experiments on action understanding
abstract
A good data corpus lies at the heart of progress in both perceptual/cognitive science and in computer vision. While there are a few datasets that deal with simple actions, creating a realistic corpus for complex, long action sequences that contains also human-human interactions has so far not been attempted to our knowledge. Here, we introduce such a corpus for (inter)action understanding that contains six everyday scenarios taking place in a kitchen / living-room setting. Each scenario was acted out several times by different pairs of actors and contains simple object interactions as well as spoken dialogue. In addition, each scenario was first recorded with several HD cameras and also with motion-capturing of the actors and several key objects. Having access to the motion capture data allows not only for kinematic analyses, but also allows for the production of realistic animations where all aspects of the scenario can be fully controlled. We also present results from a first series of perceptual experiments that show how humans are able to infer scenario classes, as well as individual actions and objects from computer animations of everyday situations. These results can serve as a benchmark for future computational approaches that begin to take on complex action understanding.
Christian Wallraven, Michael Schultze, Betty J. Mohler, Argiro Vatakis, Katerina Pastra
FG3
2011 Perceptually inspired methods for naturally navigating virtual worlds
abstract
In recent years many advances have enabled users to naturally navigate large-scale graphical worlds. The entertainment industry is increasingly providing visual and body-based cues to users to increase the natural feel of their navigational experience. So far, however, none of the existing solutions fully support the most natural locomotion through virtual worlds. Techniques and technologies which have the advantage of insights into human perceptual sensitivity thus have to be considered. In this context, by far the most natural way to move through the real world is via a full body experience where we receive sensory stimulation to all of our senses, i.e. when walking, running, biking or driving. With some exciting technological advances, people are now beginning to get this same full body sensory experience when navigating computer-generated, three-dimensional environments. Enabling an active and dynamic ability to navigate large-scale virtual scenes is of great interest for many 3D applications demanding locomotion, such as video games, edutainment, simulation, rehabilitation, military, tourism or architecture. Today it is still mostly impossible to freely move through computer generated environments in exactly the same way as the real world. Unnatural and artificial approaches are instead applied, providing only the visual sensation of self-motion. Computer graphics environments were initially restricted to visual displays combined with interaction devices - for example the joystick or mouse - providing often unnatural inputs to generate self-motion. Today, more and more interaction devices like Nintendo Wii, Microsoft Kinect or Sony EyeToy enable intuitive and natural interaction. In this context many research groups are investigating natural, multimodal methods of generating self-motion in virtual worlds based on such consumer hardware.
Frank Steinicke, Mary C. Whitton, Anatole Lécuyer, Betty J. Mohler
SIGGRAPH Asia Courses4
2011 Velocity-dependent dynamic curvature gain for redirected walking
abstract
The aim of Redirected Walking (RDW) is to redirect a person along their path of travel in a Virtual Environment (VE) in order to increase the virtual space that can be explored in a given tracked area. Among other techniques, the user is redirected on a curved real-world path while visually walking straight in the VE (curvature gain). In this paper, we describe two experiments we conducted to test and extend RDW techniques. In Experiment 1, we measured the effect of walking speed on the detection threshold for curvature of the walking path. In a head-mounted display (HMD) VE, we found a decreased sensitivity for curvature for the slowest walking speed. When participants walked at 0.75 m/s, their detection threshold was approximately 0.1m-1(radius of approximately 10m). In contrast, for faster walking speeds (>;1.0m/s), we found a significantly lower detection threshold of approximately 0.036m-1(radius of approximately 27m). In Experiment 2, we implemented many well known redirection techniques into one dynamic RDW application. We integrated a large virtual city model and investigated RDW for free exploration. Further, we implemented a dynamic RDW controller which made use of the results from Experiment 1 by dynamically adjusting the applied curvature gain depending on the actual walking velocity of the user. In addition, we investigated the possible role of avatars to slow the users down or make them rotate their heads while exploring. Both the dynamic curvature gain controller and the avatar controller were evaluated in Experiment 2. We measured the average distance that was walked before reaching the boundaries of the tracked area. The mean walked distance was significantly larger in the condition where the dynamic gain controller was applied. This distance increased from approximately 15m for static gains to approximately 22m for dynamic gains. This did not come at the cost of an increase in simulator sickness. Applying the avatar controller did reveal an effect on walking distance or simulator sickness.
Christian T. Neth, Jan L. Souman, David Engel, Uwe Kloos, Heinrich H. Bülthoff, Betty J. Mohler
VR6
2009 Foreword to: Special issue on virtual environments
Robert van Liere, Betty J. Mohler
Comput. Graph.2
2009 Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection
Laura C. Trutoiu, Betty J. Mohler, Jörg Schulte-Pelkum, Heinrich H. Bülthoff
Comput. Graph.2
2008 Learning perceptual coupling for motor primitives
abstract
Dynamic system-based motor primitives have enabled robots to learn complex tasks ranging from Tennis-swings to locomotion. However, to date there have been only few extensions which have incorporated perceptual coupling to variables of external focus, and, furthermore, these modifications have relied upon handcrafted solutions. Humans learn how to couple their movement primitives with external variables. Clearly, such a solution is needed in robotics. In this paper, we propose an augmented version of the dynamic systems motor primitives which incorporates perceptual coupling to an external variable. The resulting perceptually driven motor primitives include the previous primitives as a special case and can inherit some of their interesting properties. We show that these motor primitives can perform complex tasks such a Ball-in-a-Cup or Kendama task even with large variances in the initial conditions where a skilled human player would be challenged. For doing so, we initialize the motor primitives in the traditional way by imitation learning without perceptual coupling. Subsequently, we improve the motor primitives using a novel reinforcement learning method which is particularly well-suited for motor primitives.
Jens Kober, Betty J. Mohler, Jan Peters 0001
IROS2
2008 Circular, Linear, and Curvilinear Vection in a Large-screen Virtual Environment with Floor Projection
abstract
Vection is defined as the compelling sensation of illusory self- motion elicited by a moving sensory, usually visual, stimulus. This paper presents collected introspective data on the experience of linear, circular, and curvilinear vection. We evaluate the differences between twelve different trajectories and the influence of the floor projection on the illusion of self-motion. All of the simulated self- motions examined are of a constant velocity, except for a brief simulated initial acceleration. First, we find that linear translations to the left and right are perceived as the least convincing, while linear down is perceived as the most convincing of the linear trajectories. Second, we find that the floor projection significantly improves the introspective measures of linear vection experienced in a photorealistic three-dimensional town. Finally, we find that while linear forward vection is not perceived to be very convincing, curvilinear forward vection is reported to be as convincing as circular vection. Considering our experimental results, our suggestions for simulators and VE applications where vection is desirable is to increase the number of curvilinear trajectories (as opposed to linear ones) and, if possible, add floor projection in order to improve the illusory sense of self-motion.
Laura C. Trutoiu, Betty J. Mohler, Jörg Schulte-Pelkum, Heinrich H. Bülthoff
VR2
2008 A psychophysically calibrated controller for navigating through large environments in a limited free-walking space
abstract
Experience indicates that the sense of presence in a virtual environment is enhanced when the participants are able to actively move through it. When exploring a virtual world by walking, the size of the model is usually limited by the size of the available tracking space. A promising way to overcome these limitations are motion compression techniques, which decouple the position in the real and virtual world by introducing imperceptible visual-proprioceptive conflicts. Such techniques usually precalculate the redirection factors, greatly reducing their robustness. We propose a novel way to determine the instantaneous rotational gains using a controller based on an optimization problem. We present a psychophysical study that measures the sensitivity of visual-proprioceptive conflicts during walking and use this to calibrate a real-time controller. We show the validity of our approach by allowing users to walk through virtual environments vastly larger than the tracking space.
David Engel, Cristóbal Curio, Lili Tcheang, Betty J. Mohler, Heinrich H. Bülthoff
VRST4
2007 Calibration of locomotion resulting from visual motion in a treadmill-based virtual environment
abstract
This paper describes the use of a treadmill-based virtual environment (VE) to investigate the influence of visual motion on locomotion. First, we establish that a computer-controlled treadmill coupled with a wide field of view computer graphics display can be used to study interactions between perception and action. Previous work has demonstrated that humans recalibrate their visually directed actions to changing circumstances in their environment. Using a treadmill VE, we show that recalibration of action is reflected in the real world as a result of manipulating the relation between the visual indication of speed, presented using computer graphics, and the biomechanical speed of walking on a treadmill. We then extend this methodology to investigate whether the recalibration is based on perception of the speed of movement through the world or on the magnitude of optic flow itself. This was done by utilizing two different visual displays, which had essentially the same magnitude of optic flow, but which differed in the information present for the speed of forward motion. These results indicate that changes in optic flow are not necessary for recalibration to occur. The recalibration effect is dependent, at least in part, on visual perception of the speed of self-movement.
Betty J. Mohler, William B. Thompson, Sarah H. Creem-Regehr, Peter Willemsen 0001, Herbert L. Pick Jr., John J. Rieser
ACM Trans. Appl. Percept.1