Figure 1- - uploaded by Guilherme Campos
Content may be subject to copyright.
A 'point-light walker': biomotion perception experiments are often based on video projections using simplified human representations (avatars) of this kind. Integration of aural stimuli (e.g. avatar step sounds) requires not only correct spatialisation (so that they can be perceived to have been emitted at the desired points in space) but also accurate synchronisation with the corresponding visual stimuli.
Contexts in source publication
Context 1
... includes functions to support visualisation of the virtual room based on its .obj geometry model. Figure 1 illustrates one of the various interactive applications developed to demonstrate its operation. ...
Context 2
... 'customer-supplier' relationship was established between the two teams, inasmuch as the model development work at UA aimed at meeting the requirements of the VR experiments designed by the UM team. The main research focus was on the role of aural cues in the perception of human motion, commonly referred to as Biomotion (see Figure 1). Biomotion perception experiments imply dynamic scenarios; the models must provide control over virtual source movement and respond to changes in listener head orientation and position, tracked in real-time. Also, since perception cues are obviously not only aural but also visual, it must be possible to integrate the two; in fact, their interdependence and sensitivity to synchrony are points of particular research interest. For these reasons, controlling the relative latency of the two channels (visual and aural) is also crucial. These two requirements (real-time tracking and accurate audio- visual synchronisation) posed the most significant engineering and signal processing challenges. of this kind. Integration of aural stimuli (e.g. avatar step sounds) requires not only correct spatialisation (so that they can be perceived to have been emitted at the desired points in space) but also accurate synchronisation with the corresponding visual ...
Context 3
... 'customer-supplier' relationship was established between the two teams, inasmuch as the model development work at UA aimed at meeting the requirements of the VR experiments designed by the UM team. The main research focus was on the role of aural cues in the perception of human motion, commonly referred to as Biomotion (see Figure 1). Biomotion perception experiments imply dynamic scenarios; the models must provide control over virtual source movement and respond to changes in listener head orientation and position, tracked in real-time. ...
Similar publications
Zusammenfassung
Virtual-Reality-Anwendungen ermöglichen es Anbietern von Erfahrungsgütern durch innovative Produktpräsentationen die inhärenten Informationsasymmetrien zu reduzieren. Dadurch kann den potenziellen Kunden eine effiziente Leistungsbeurteilung ermöglicht und das Risiko einer informationsbedingten Fehlentscheidung minimiert werden. Die...