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Bernhard Spanlang

dblp:63/3915 · DBLP profile ↗
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10ranked-venue papers
2as first author
0since 2021 · last 2016
0000-0002-9659-635XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-authorArtificial intelligence and machine learning · 1Human-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
3 papers
Virtual and augmented reality · 56% Geometric modeling and processing · 44%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh processing › mesh analysis
mesh quality assessment
0.212016
Assessing 3D Scan Quality Through Paired-comparisons Psychophysics · ACM Multimedia 2016
Virtual and augmented reality
embodiment
0.112010
The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment · VR 2010
Virtual and augmented reality › embodiment
virtual body ownership
0.112010
The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment · VR 2010
Immersive interaction › virtual reality › presence
virtual reality presence
0.112010
Simulating virtual environments within virtual environments as the basis for a psychophysics of presence · ACM Trans. Graph. 2010
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012010
Simulating virtual environments within virtual environments as the basis for a psychophysics of presence · ACM Trans. Graph. 2010
Immersive interaction › multisensory perception
multisensory integration
0.012010
The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment · VR 2010

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

preference matrix · 0.2paired-comparison psychophysics · 0.2user study · 0.2questionnaire · 0.2psychophysical measurement · 0.2matching experiments · 0.2
YearPublicationVenuePosition
2016 Assessing 3D Scan Quality Through Paired-comparisons Psychophysics
abstract
Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate quantitatively the mesh quality at which consumer available 3D scans should be exported, and whether the object perception might be affected by its shading. We propose using a paired-comparisons test based on psychophysics of perception to do that evaluation. As psychophysics is not subject to opinion, skill level, mental state, or economic situation it can be considered a quantitative way to measure how people perceive the mesh quality. In particular, we compare four different levels of mesh quality (1K, 5K, 10K and 20K triangles). We present two studies within subjects: in one we investigate the influences of seeing an object in a regular screen vs. in a Head Mounted Display (HMD); while in the second experiment we aim at detecting the effects of shading into quality perception. At each iteration of the pair-test comparisons participants pick the mesh that they think had higher quality; by the end of the experiment we compile a preference matrix. The results show a correlation between real and assessed quality, despite participants' reported uncertainty. We also find an interaction with quality and shading, which gains importance for quality perception when the mesh has high definition. Furthermore, we assess the subjective realism of the most/least preferred scans using an Immersive Augmented Reality (IAR) video-see-through setup to compare the real vs the 3D scanned object in the same HMD environment. Results show higher levels of realism were perceived through the HMD than when using a regular monitor, although the quality was similarly perceived in both systems.
Jacob Thorn, Rodrigo Pizarro, Bernhard Spanlang, Pablo Bermell-Garcia, Mar González-Franco
ACM Multimedia3
2013 Real time whole body motion mapping for avatars and robots
abstract
We describe a system that allows for controlling different robots and avatars from a real time motion stream. The underlying problem is that motion data from tracking systems is usually represented differently to the motion data required to drive an avatar or a robot: there may be different joints, motion may be represented by absolute joint positions and rotations or by a root position, bone lengths and relative rotations in the skeletal hierarchy. Our system resolves these issues by remapping in real time the tracked motion so that the avatar or robot performs motions that are visually close to those of the tracked person. The mapping can also be reconfigured interactively at run-time. We demonstrate the effectiveness of our system by case studies in which a tracked person is embodied as an avatar in immersive virtual reality or as a robot in a remote location. We show this with a variety of tracking systems, humanoid avatars and robots.
Bernhard Spanlang, Xavi Navarro, Jean-Marie Normand, Sameer Kishore, Rodrigo Pizarro, Mel Slater
VRST1
2012 Efficient rendering of animated characters through optimized per-joint impostors
abstract
ABSTRACT In this paper, we present a new impostor‐based representation for 3D animated characters supporting real‐time rendering of thousands of agents. We maximize rendering performance by using a collection of pre‐computed impostors sampled from a discrete set of view directions. Our approach differs from previous work on view‐dependent impostors in that we use per‐joint rather than per‐character impostors. Our characters are animated by applying the joint rotations directly to the impostors, instead of choosing a single impostor for the whole character from a set of pre‐defined poses. This offers more flexibility in terms of animation clips, as our representation supports any arbitrary pose, and thus, the agent behavior is not constrained to a small collection of pre‐defined clips. Because our impostors are intended to be valid for any pose, a key issue is to define a proper boundary for each impostor to minimize image artifacts while animating the agents. We pose this problem as a variational optimization problem and provide an efficient algorithm for computing a discrete solution as a pre‐process. To the best of our knowledge, this is the first time a crowd rendering algorithm encompassing image‐based performance, small graphics processing unit footprint, and animation independence is proposed. Copyright © 2012 John Wiley & Sons, Ltd.
Alejandro Beacco, Carlos Andújar, Nuria Pelechano, Bernhard Spanlang
Comput. Animat. Virtual Worlds4
2011 A Flexible Approach for Output-Sensitive Rendering of Animated Characters
abstract
Abstract Rendering detailed animated characters is a major limiting factor in crowd simulation. In this paper we present a new representation for 3D animated characters which supports output‐sensitive rendering. Our approach is flexible in the sense that it does not require us to pre‐define the animation sequences beforehand, nor to pre‐compute a dense set of pre‐rendered views for each animation frame. Each character is encoded through a small collection of textured boxes storing colour and depth values. At runtime, each box is animated according to the rigid transformation of its associated bone and a fragment shader is used to recover the original geometry using a dual‐depth version of relief mapping. Unlike competing output‐sensitive approaches, our compact representation is able to recover high‐frequency surface details and reproduces view‐motion parallax effectively. Our approach drastically reduces both the number of primitives being drawn and the number of bones influencing each primitive, at the expense of a very slight per‐fragment overhead. We show that, beyond a certain distance threshold, our compact representation is much faster to render than traditional level‐of‐detail triangle meshes. Our user study demonstrates that replacing polygonal geometry by our impostors produces negligible visual artefacts.
Alejandro Beacco, Bernhard Spanlang, Carlos Andújar, Nuria Pelechano
Comput. Graph. Forum2
2010 The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment
abstract
This paper reports an experiment that investigated people's body ownership of an avatar that was observed in a virtual mirror. Twenty subjects were recruited in a within-groups study where 10 first experienced a virtual character that synchronously reflected their upper-body movements as seen in a virtual mirror, and then an asynchronous condition where the mirror avatar displayed prerecorded actions, unrelated to those of the participant. The other 10 subjects experienced the conditions in the opposite order. In both conditions the participant could carry out actions that led to elevation above ground level, as seen from their first person perspective and correspondingly in the mirror. A rotating virtual fan eventually descended to 2 m above the ground. The hypothesis was that synchronous mirror reflection would result in higher subjective sense of ownership. A questionnaire analysis showed that the body ownership illusion was significantly greater for the synchronous than asynchronous condition. Additionally participants in the synchronous condition avoided collision with the descending fan significantly more often than those in the asynchronous condition. The results of this experiment are put into context within similar experiments on multisensory correlation and body ownership within cognitive neuroscience.
Mar González-Franco, Daniel Pérez-Marcos, Bernhard Spanlang, Mel Slater
VR3
2010 A first person avatar system with haptic feedback
abstract
We describe a system that shows how to substitute a person's body in virtual reality by a virtual body (or avatar). The avatar is seen from a first person perspective, moves as the person moves and the system generates touch on the real person's body when the avatar is touched. Such replacement of the person's real body by a virtual body requires a wide field-of-view head-mounted display, real-time whole body tracking, and tactile feedback. We show how to achieve this with a variety of off-the-shelf hardware and software, and also custom systems for real-time avatar rendering and collision detection. We present an overview of the system and detail on some of its components. We provide examples of how such a system is being used in some of our current experimental studies of embodiment.
Bernhard Spanlang, Jean-Marie Normand, Elias Giannopoulos, Mel Slater
VRST1
2010 Proxemics with multiple dynamic characters in an immersive virtual environment
abstract
An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.
Joan Llobera, Bernhard Spanlang, Giulio Ruffini, Mel Slater
ACM Trans. Appl. Percept.2
2010 Simulating virtual environments within virtual environments as the basis for a psychophysics of presence
abstract
A new definition of immersion with respect to virtual environment (VE) systems has been proposed in earlier work, based on the concept of simulation. One system ( A ) is said to be more immersive than another ( B ) if A can be used to simulate an application as if it were running on B. Here we show how this concept can be used as the basis for a psychophysics of presence in VEs, the sensation of being in the place depicted by the virtual environment displays (Place Illusion, PI), and also the illusion that events occurring in the virtual environment are real (Plausibility Illusion, Psi). The new methodology involves matching experiments akin to those in color science. Twenty participants first experienced PI or Psi in the initial highest level immersive system, and then in 5 different trials chose transitions from lower to higher order systems and declared a match whenever they felt the same level of PI or Psi as they had in the initial system. In each transition they could change the type of illumination model used, or the field-of-view, or the display type (powerwall or HMD) or the extent of self-representation by an avatar. The results showed that the 10 participants instructed to choose transitions to attain a level of PI corresponding to that in the initial system tended to first choose a wide field-of-view and head-mounted display, and then ensure that they had a virtual body that moved as they did. The other 10 in the Psi group concentrated far more on achieving a higher level of illumination realism, although having a virtual body representation was important for both groups. This methodology is offered as a way forward in the evaluation of the responses of people to immersive virtual environments, a unified theory and methodology for psychophysical measurement.
Mel Slater, Bernhard Spanlang, David Corominas
ACM Trans. Graph.2
2010 The physiological mirror - a system for unconscious control of a virtual environment through physiological activity
Christoph Groenegress, Bernhard Spanlang, Mel Slater
Vis. Comput.2
2001 Fast Cloth Animation on Walking Avatars
abstract
This paper describes a fast technique for animating clothing on walking humans. It exploits a mass-spring cloth model but applies a new velocity directional modification approach to overcome its super-elasticity. The algorithm for cloth-body collision detection and response is based on image-space interference tests, unlike the existing ones that use object-space checks. The modern workstations' graphics hardware is used not only to compute the depth maps of the body but also to interpolate the body normal vectors and velocities of each vertex. As a result the approach is very fast and makes it possible to produce animation at a rate of three to four frames per second.
Tzvetomir Ivanov Vassilev, Bernhard Spanlang, Yiorgos Chrysanthou
Comput. Graph. Forum2