Browsing by Author "Kellnhofer, Petr"
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Item Effective User Studies in Computer Graphics(The Eurographics Association, 2023) Malpica, Sandra; Sun, Qi; Kellnhofer, Petr; Beacco, Alejandro; Senel, Gizem; McDonnell, Rachel; Flores Vargas, Mauricio; Serrano, Ana; Slusallek, PhilippUser studies are a useful tool for researchers, allowing them to collect data on how users perceive, interact with and process different types of sensory information. If planned in advance, user experiments can be leveraged in every stage of a research project, from early design, prototyping and feature exploration to applied proofs of concept, passing through validation and data collection for model training. User studies can provide the researcher with different types of information depending on the chosen methodology: user performance metrics, surveys and interviews, field studies, physiological data, etc. Considering human perception and other cognitive processes is particularly important in computer graphics, where most research produces outputs whose ultimate purpose is to be seen or perceived by a human. Being able to measure in an objective and systematic way how the information we generate is integrated into the representational space humans create to situate themselves in the world means that researchers will have more information to implement optimal algorithms, tools and techniques. In this tutorial we will give an overview of good practices for user studies in computer graphics with a particular focus on virtual reality use cases. We will cover the basics on how to design, carry out and analyze good user studies, as well as different particularities to be taken into account in immersive environments.Item Perceptual modeling for stereoscopic 3D(2016-11-04) Kellnhofer, PetrVirtual and Augmented Reality applications typically rely on both stereoscopic presentation and involve intensive object and observer motion. A combination of high dynamic range and stereoscopic capabilities become popular for consumer displays, and is a desirable functionality of head mounted displays to come. The thesis is focused on complex interactions between all these visual cues on digital displays. The first part investigates challenges of the stereoscopic 3D and motion combination. We consider an interaction between the continuous motion presented as discrete frames. Then, we discuss a disparity processing for accurate reproduction of objects moving in the depth direction. Finally, we investigate the depth perception as a function of motion parallax and eye fixation changes by means of saccadic motion. The second part focuses on the role of high dynamic range imaging for stereoscopic displays. We go beyond the current display capabilities by considering the full perceivable luminance range and we simulate the real world experience in such adaptation conditions. In particular, we address the problems of disparity retargeting across such wide luminance ranges and reflective/refractive surface rendering.