1
|
Yildiz GY, Skarbez R, Sperandio I, Chen SJ, Mulder IJ, Chouinard PA. Linear perspective cues have a greater effect on the perceptual rescaling of distant stimuli than textures in the virtual environment. Atten Percept Psychophys 2024; 86:653-665. [PMID: 38182938 DOI: 10.3758/s13414-023-02834-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 12/14/2023] [Indexed: 01/07/2024]
Abstract
The presence of pictorial depth cues in virtual environments is important for minimising distortions driven by unnatural viewing conditions (e.g., vergence-accommodation conflict). Our aim was to determine how different pictorial depth cues affect size constancy in virtual environments under binocular and monocular viewing conditions. We systematically removed linear perspective cues and textures of a hallway in a virtual environment. The experiment was performed using the method of constant stimuli. The task required participants to compare the size of 'far' (10 m) and 'near' (5 m) circles displayed inside a virtual environment with one or both or none of the pictorial depth cues. Participants performed the experiment under binocular and monocular viewing conditions while wearing a virtual reality headset. ANOVA revealed that size constancy was greater for both the far and the near circles in the virtual environment with pictorial depth cues compared to the one without cues. However, the effect of linear perspective cues was stronger than textures, especially for the far circle. We found no difference between the binocular and monocular viewing conditions across the different virtual environments. We conclude that linear perspective cues exert a stronger effect than textures on the perceptual rescaling of far stimuli placed in the virtual environment, and that this effect does not vary between binocular and monocular viewing conditions.
Collapse
Affiliation(s)
- Gizem Y Yildiz
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia
- Institute of Neuroscience and Medicine (INM-3), Forschungszentrum Jülich GmbH, Jülich, Germany
| | - Richard Skarbez
- Department of Computer Science and Information Technology, La Trobe University, Melbourne, VIC, Australia
| | - Irene Sperandio
- Department of Psychology and Cognitive Science, University of Trento, Rovereto, TN, Italy
| | - Sandra J Chen
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia
| | - Indiana J Mulder
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia
| | - Philippe A Chouinard
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia.
| |
Collapse
|
2
|
Linton P, Morgan MJ, Read JCA, Vishwanath D, Creem-Regehr SH, Domini F. New Approaches to 3D Vision. Philos Trans R Soc Lond B Biol Sci 2023; 378:20210443. [PMID: 36511413 PMCID: PMC9745878 DOI: 10.1098/rstb.2021.0443] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2022] [Accepted: 10/25/2022] [Indexed: 12/15/2022] Open
Abstract
New approaches to 3D vision are enabling new advances in artificial intelligence and autonomous vehicles, a better understanding of how animals navigate the 3D world, and new insights into human perception in virtual and augmented reality. Whilst traditional approaches to 3D vision in computer vision (SLAM: simultaneous localization and mapping), animal navigation (cognitive maps), and human vision (optimal cue integration) start from the assumption that the aim of 3D vision is to provide an accurate 3D model of the world, the new approaches to 3D vision explored in this issue challenge this assumption. Instead, they investigate the possibility that computer vision, animal navigation, and human vision can rely on partial or distorted models or no model at all. This issue also highlights the implications for artificial intelligence, autonomous vehicles, human perception in virtual and augmented reality, and the treatment of visual disorders, all of which are explored by individual articles. This article is part of a discussion meeting issue 'New approaches to 3D vision'.
Collapse
Affiliation(s)
- Paul Linton
- Presidential Scholars in Society and Neuroscience, Center for Science and Society, Columbia University, New York, NY 10027, USA
- Italian Academy for Advanced Studies in America, Columbia University, New York, NY 10027, USA
- Visual Inference Lab, Zuckerman Mind Brain Behavior Institute, Columbia University, New York, NY 10027, USA
| | - Michael J. Morgan
- Department of Optometry and Visual Sciences, City, University of London, Northampton Square, London EC1V 0HB, UK
| | - Jenny C. A. Read
- Biosciences Institute, Newcastle University, Newcastle upon Tyne, Tyne & Wear NE2 4HH, UK
| | - Dhanraj Vishwanath
- School of Psychology and Neuroscience, University of St Andrews, St Andrews, Fife KY16 9JP, UK
| | | | - Fulvio Domini
- Department of Cognitive, Linguistic, and Psychological Sciences, Brown University, Providence, RI 02912-9067, USA
| |
Collapse
|
3
|
Scarfe P, Glennerster A. Combining cues to judge distance and direction in an immersive virtual reality environment. J Vis 2021; 21:10. [PMID: 33900366 PMCID: PMC8083085 DOI: 10.1167/jov.21.4.10] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/17/2019] [Accepted: 01/31/2021] [Indexed: 11/24/2022] Open
Abstract
When we move, the visual direction of objects in the environment can change substantially. Compared with our understanding of depth perception, the problem the visual system faces in computing this change is relatively poorly understood. Here, we tested the extent to which participants' judgments of visual direction could be predicted by standard cue combination rules. Participants were tested in virtual reality using a head-mounted display. In a simulated room, they judged the position of an object at one location, before walking to another location in the room and judging, in a second interval, whether an object was at the expected visual direction of the first. By manipulating the scale of the room across intervals, which was subjectively invisible to observers, we put two classes of cue into conflict, one that depends only on visual information and one that uses proprioceptive information to scale any reconstruction of the scene. We find that the sensitivity to changes in one class of cue while keeping the other constant provides a good prediction of performance when both cues vary, consistent with the standard cue combination framework. Nevertheless, by comparing judgments of visual direction with those of distance, we show that judgments of visual direction and distance are mutually inconsistent. We discuss why there is no need for any contradiction between these two conclusions.
Collapse
|
4
|
Abstract
Since Kepler (1604) and Descartes (1637), 'vergence' (the angular rotation of the eyes) has been thought of as one of our most important absolute distance cues. But vergence has never been tested as an absolute distance cue divorced from obvious confounding cues such as binocular disparity. In this article, we control for these confounding cues for the first time by gradually manipulating vergence and find that observers fail to accurately judge distance from vergence. We consider several different interpretations of these results and argue that the most principled response to these results is to question the general effectiveness of vergence as an absolute distance cue. Given that other absolute distance cues (such as motion parallax and vertical disparities) are limited in application, this poses a real challenge to our contemporary understanding of visual scale.
Collapse
Affiliation(s)
- Paul Linton
- Centre for Applied Vision Research, City, University of London, Northampton Square, Clerkenwell, London, EC1V 0HB, UK.
| |
Collapse
|
5
|
Abstract
Virtual reality (VR) is becoming an increasingly important way to investigate sensory processing. The converse is also true: in order to build good VR technologies, one needs an intimate understanding of how our brain processes sensory information. One of the key advantages of studying perception with VR is that it allows an experimenter to probe perceptual processing in a more naturalistic way than has been possible previously. In VR, one is able to actively explore and interact with the environment, just as one would do in real life. In this article, we review the history of VR displays, including the philosophical origins of VR, before discussing some key challenges involved in generating good VR and how a sense of presence in a virtual environment can be measured. We discuss the importance of multisensory VR and evaluate the experimental tension that exists between artifice and realism when investigating sensory processing.
Collapse
Affiliation(s)
- Peter Scarfe
- School of Psychology and Clinical Language Sciences, University of Reading, Reading RG6 7BE, United Kingdom; ,
| | - Andrew Glennerster
- School of Psychology and Clinical Language Sciences, University of Reading, Reading RG6 7BE, United Kingdom; ,
| |
Collapse
|
6
|
Chen X, McNamara TP, Kelly JW, Wolbers T. Cue combination in human spatial navigation. Cogn Psychol 2017; 95:105-144. [PMID: 28478330 DOI: 10.1016/j.cogpsych.2017.04.003] [Citation(s) in RCA: 58] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2016] [Revised: 04/09/2017] [Accepted: 04/12/2017] [Indexed: 11/28/2022]
Abstract
This project investigated the ways in which visual cues and bodily cues from self-motion are combined in spatial navigation. Participants completed a homing task in an immersive virtual environment. In Experiments 1A and 1B, the reliability of visual cues and self-motion cues was manipulated independently and within-participants. Results showed that participants weighted visual cues and self-motion cues based on their relative reliability and integrated these two cue types optimally or near-optimally according to Bayesian principles under most conditions. In Experiment 2, the stability of visual cues was manipulated across trials. Results indicated that cue instability affected cue weights indirectly by influencing cue reliability. Experiment 3 was designed to mislead participants about cue reliability by providing distorted feedback on the accuracy of their performance. Participants received feedback that their performance with visual cues was better and that their performance with self-motion cues was worse than it actually was or received the inverse feedback. Positive feedback on the accuracy of performance with a given cue improved the relative precision of performance with that cue. Bayesian principles still held for the most part. Experiment 4 examined the relations among the variability of performance, rated confidence in performance, cue weights, and spatial abilities. Participants took part in the homing task over two days and rated confidence in their performance after every trial. Cue relative confidence and cue relative reliability had unique contributions to observed cue weights. The variability of performance was less stable than rated confidence over time. Participants with higher mental rotation scores performed relatively better with self-motion cues than visual cues. Across all four experiments, consistent correlations were found between observed weights assigned to cues and relative reliability of cues, demonstrating that the cue-weighting process followed Bayesian principles. Results also pointed to the important role of subjective evaluation of performance in the cue-weighting process and led to a new conceptualization of cue reliability in human spatial navigation.
Collapse
Affiliation(s)
- Xiaoli Chen
- German Center for Neurodegenerative Diseases (DZNE), Magdeburg, Germany.
| | | | | | - Thomas Wolbers
- German Center for Neurodegenerative Diseases (DZNE), Magdeburg, Germany
| |
Collapse
|
7
|
Naceri A, Moscatelli A, Chellali R. Depth discrimination of constant angular size stimuli in action space: role of accommodation and convergence cues. Front Hum Neurosci 2015; 9:511. [PMID: 26441608 PMCID: PMC4584972 DOI: 10.3389/fnhum.2015.00511] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/11/2015] [Accepted: 09/02/2015] [Indexed: 11/13/2022] Open
Abstract
In our daily life experience, the angular size of an object correlates with its distance from the observer, provided that the physical size of the object remains constant. In this work, we investigated depth perception in action space (i.e., beyond the arm reach), while keeping the angular size of the target object constant. This was achieved by increasing the physical size of the target object as its distance to the observer increased. To the best of our knowledge, this is the first time that a similar protocol has been tested in action space, for distances to the observer ranging from 1.4–2.4 m. We replicated the task in virtual and real environments and we found that the performance was significantly different between the two environments. In the real environment, all participants perceived the depth of the target object precisely. Whereas, in virtual reality (VR) the responses were significantly less precise, although, still above chance level in 16 of the 20 observers. The difference in the discriminability of the stimuli was likely due to different contributions of the convergence and the accommodation cues in the two environments. The values of Weber fractions estimated in our study were compared to those reported in previous studies in peripersonal and action space.
Collapse
Affiliation(s)
- Abdeldjallil Naceri
- Department of Cognitive Neuroscience, Cognitive Interaction Technology Center of Excellence (CITEC), Bielefeld University Bielefeld, Germany
| | - Alessandro Moscatelli
- Department of Cognitive Neuroscience, Cognitive Interaction Technology Center of Excellence (CITEC), Bielefeld University Bielefeld, Germany
| | - Ryad Chellali
- Nanjing Robotics Institute, College of Electrical Engineering and Control Science, Nanjing Tech University Nanjing, China
| |
Collapse
|
8
|
Pickup LC, Fitzgibbon AW, Glennerster A. Modelling human visual navigation using multi-view scene reconstruction. BIOLOGICAL CYBERNETICS 2013; 107:449-464. [PMID: 23778937 PMCID: PMC3755223 DOI: 10.1007/s00422-013-0558-2] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/19/2012] [Accepted: 05/08/2013] [Indexed: 06/02/2023]
Abstract
It is often assumed that humans generate a 3D reconstruction of the environment, either in egocentric or world-based coordinates, but the steps involved are unknown. Here, we propose two reconstruction-based models, evaluated using data from two tasks in immersive virtual reality. We model the observer's prediction of landmark location based on standard photogrammetric methods and then combine location predictions to compute likelihood maps of navigation behaviour. In one model, each scene point is treated independently in the reconstruction; in the other, the pertinent variable is the spatial relationship between pairs of points. Participants viewed a simple environment from one location, were transported (virtually) to another part of the scene and were asked to navigate back. Error distributions varied substantially with changes in scene layout; we compared these directly with the likelihood maps to quantify the success of the models. We also measured error distributions when participants manipulated the location of a landmark to match the preceding interval, providing a direct test of the landmark-location stage of the navigation models. Models such as this, which start with scenes and end with a probabilistic prediction of behaviour, are likely to be increasingly useful for understanding 3D vision.
Collapse
Affiliation(s)
- Lyndsey C. Pickup
- School of Psychology and Clinical Language Sciences, University of Reading, Reading, RG6 6AL UK
| | | | - Andrew Glennerster
- School of Psychology and Clinical Language Sciences, University of Reading, Reading, RG6 6AL UK
| |
Collapse
|
9
|
Svarverud E, Gilson S, Glennerster A. A demonstration of 'broken' visual space. PLoS One 2012; 7:e33782. [PMID: 22479441 PMCID: PMC3315588 DOI: 10.1371/journal.pone.0033782] [Citation(s) in RCA: 10] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/06/2011] [Accepted: 02/17/2012] [Indexed: 11/30/2022] Open
Abstract
It has long been assumed that there is a distorted mapping between real and ‘perceived’ space, based on demonstrations of systematic errors in judgements of slant, curvature, direction and separation. Here, we have applied a direct test to the notion of a coherent visual space. In an immersive virtual environment, participants judged the relative distance of two squares displayed in separate intervals. On some trials, the virtual scene expanded by a factor of four between intervals although, in line with recent results, participants did not report any noticeable change in the scene. We found that there was no consistent depth ordering of objects that can explain the distance matches participants made in this environment (e.g. A>B>D yet also A<C<D) and hence no single one-to-one mapping between participants' perceived space and any real 3D environment. Instead, factors that affect pairwise comparisons of distances dictate participants' performance. These data contradict, more directly than previous experiments, the idea that the visual system builds and uses a coherent internal 3D representation of a scene.
Collapse
Affiliation(s)
- Ellen Svarverud
- Department of Optometry and Visual Science, Buskerud University College, Kongsberg, Norway
| | - Stuart Gilson
- Department of Optometry and Visual Science, Buskerud University College, Kongsberg, Norway
- Department of Physiology, Anatomy and Genetics, University of Oxford, Oxford, United Kingdom
| | - Andrew Glennerster
- School of Psychology and Clinical Language Sciences, University of Reading, Earley Gate, Reading, United Kingdom
- * E-mail:
| |
Collapse
|
10
|
Gilson SJ, Fitzgibbon AW, Glennerster A. An automated calibration method for non-see-through head mounted displays. J Neurosci Methods 2011; 199:328-35. [PMID: 21620891 PMCID: PMC3142613 DOI: 10.1016/j.jneumeth.2011.05.011] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/16/2011] [Revised: 05/05/2011] [Accepted: 05/06/2011] [Indexed: 11/17/2022]
Abstract
Accurate calibration of a head mounted display (HMD) is essential both for research on the visual system and for realistic interaction with virtual objects. Yet, existing calibration methods are time consuming and depend on human judgements, making them error prone, and are often limited to optical see-through HMDs. Building on our existing approach to HMD calibration Gilson et al. (2008), we show here how it is possible to calibrate a non-see-through HMD. A camera is placed inside a HMD displaying an image of a regular grid, which is captured by the camera. The HMD is then removed and the camera, which remains fixed in position, is used to capture images of a tracked calibration object in multiple positions. The centroids of the markers on the calibration object are recovered and their locations re-expressed in relation to the HMD grid. This allows established camera calibration techniques to be used to recover estimates of the HMD display's intrinsic parameters (width, height, focal length) and extrinsic parameters (optic centre and orientation of the principal ray). We calibrated a HMD in this manner and report the magnitude of the errors between real image features and reprojected features. Our calibration method produces low reprojection errors without the need for error-prone human judgements.
Collapse
Affiliation(s)
- Stuart J Gilson
- Department of Physiology, Anatomy and Genetics, University of Oxford, Oxford, UK.
| | | | | |
Collapse
|
11
|
Abstract
We measured binocular and monocular depth thresholds for objects presented in a real environment. Observers judged the depth separating a pair of metal rods presented either in relative isolation, or surrounded by other objects, including a textured surface. In the isolated setting, binocular thresholds were greatly superior to the monocular thresholds by as much as a factor of 18. The presence of adjacent objects and textures improved the monocular thresholds somewhat, but the superiority of binocular viewing remained substantial (roughly a factor of 10). To determine whether motion parallax would improve monocular sensitivity for the textured setting, we asked observers to move their heads laterally, so that the viewing eye was displaced by 8-10 cm; this motion produced little improvement in the monocular thresholds. We also compared disparity thresholds measured with the real rods to thresholds measured with virtual images in a standard mirror stereoscope. Surprisingly, for the two naive observers, the stereoscope thresholds were far worse than the thresholds for the real rods-a finding that indicates that stereoscope measurements for unpracticed observers should be treated with caution. With practice, the stereoscope thresholds for one observer improved to almost the precision of the thresholds for the real rods.
Collapse
|