
Betty J Mohler- PhD Computer Science
- Group Leader at Amazon
Betty J Mohler
- PhD Computer Science
- Group Leader at Amazon
About
160
Publications
52,249
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Introduction
My research focuses on using and improving virtual reality technology by scientifically exploring human perception and action. Specifically, I investigate the impact that the visual body has on subsequent actions. My research group, Perception & Action in Virtual Environments (PAVE), explores the perception of self, the influence of the visual body on actions and learning in virtual environments.
Current institution
Publications
Publications (160)
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 pair...
Purpose
Body image has a significant impact on the outcome of obesity surgery. This study aims to perform a semantic evaluation of body shapes in obesity surgery patients and a group of controls.
Materials and Methods
Thirty-four obesity surgery (OS) subjects, stable after weight loss (average 48.03 ± 18.60 kg), and 35 overweight/obese controls (M...
Objective:
This study provides a comprehensive assessment of own body representation and linguistic representation of bodies in general in women with typical and atypical anorexia nervosa (AN).
Methods:
In a series of desktop experiments, participants rated a set of adjectives according to their match with a series of computer generated bodies v...
Animated virtual characters are essential to many applications. Little is known so far about biological and personality inferences made from a virtual character’s body shape and motion. Here, we investigated how sex-specific differences in walking style relate to the perceived attractiveness and confidence of male and female virtual characters. The...
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 t...
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 m...
It has been suggested that the vestibular system not only plays a role for our sense of balance and postural control but also might modulate higher-order body representations, such as the perceived shape and size of our body. Recent findings using virtual reality (VR) to realistically manipulate the length of whole extremities of first person biome...
Our visual system can easily categorize objects (e.g. faces vs. bodies) and further differentiate them into subcategories (e.g. male vs. female). This ability is particularly important for objects of social significance, such as human faces and bodies. While many studies have demonstrated category selectivity to faces and bodies in the brain, how s...
It is currently not fully understood where people precisely locate themselves in their bodies, particularly in virtual reality. To investigate this, we asked participants to point directly at themselves and to several of their body parts with a virtual pointer, in two virtual reality (VR) setups, a VR headset and a large-screen immersive display (L...
In the last decades, cognitive models of multisensory integration in human beings have been developed and applied to model human body experience. Recent research indicates that Bayesian and connectionist models might push developments in various branches of robotics: assistive robotic devices might adapt to their human users aiming at increased dev...
Background and purpose
Vestibular input is projected to "multisensory (vestibular) cortex" where it converges with input from other sensory modalities. It has been assumed that this multisensory integration enables a continuous perception of state and presence of one’s own body. The present study thus asked whether or not vestibular stimulation may...
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 video...
The complete merged raw dataset, with variable annotations.
(XLSX)
The set of survey questions the participants answered on paper at the end of the experimental session.
(PDF)
The creation or streaming of photo-realistic self-avatars is important for virtual reality applications that aim for perception and action to replicate real world experience. The appearance and recognition of a digital self-avatar may be especially important for applications related to telepresence, embodied virtual reality, or immersive games. We...
The conscious representation of our physical appearance is important for many aspects of everyday life. Here, we asked whether different visual experiences of our bodies influence body width estimates. In Experiment 1, width estimates of three body parts (foot, hips, and shoulders) without any visual access were compared to estimates with visual fe...
Previous research on own body size estimation has only looked at estimates made by comparing own body size to a test body in front view (e.g., Mölbert et al. 2017). However, people constantly see and compare themselves to bodies in different viewpoints. Depending on the viewpoint, shape cues potentially used to judge body size, such as the waist-to...
Previous research on own visual body size estimation has only looked at estimates made by comparing own body size to a test body viewed in third-person perspective. However, people spend relatively little time seeing their body from this perspective as compared to the first-person perspective. Here, we asked whether the visual perspective on the bo...
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 wh...
Previous literature suggests that a disturbed ability to accurately identify own body size may contribute to overweight. Here, we investigated the influence of personal body size, indexed by body mass index (BMI), on body size estimation in a non-clinical population of females varying in BMI. We attempted to disentangle general biases in body size...
Viewing faces in motion or attached to a body instead of isolated static faces improves their subsequent recognition. Here we enhanced the ecological validity of face encoding by having observers physically moving in a virtual room populated by life-size avatars. We compared the recognition performance of this active group to two control groups. Th...
This study uses novel biometric figure rating scales (FRS) spanning body mass index (BMI) 13.8 to 32.2 kg/m2 and BMI 18 to 42 kg/m2. The aims of the study were (i) to compare FRS body weight dissatisfaction and perceptual distortion of women with anorexia nervosa (AN) to a community sample; (ii) how FRS parameters are associated with questionnaire...
The previous body image literature has focused on how females perceive their body weight. We investigated potential gender differences in the use of visual cues (shape, texture) to estimate own body weight. A full-body scanner was used to capture each participant’s own body geometry and colour information and a set of nine personalized 3D virtual b...
Using styles derived from existing popular character designs, we present a novel automatic stylization technique for body shape and colour information based on a statistical 3D model of human bodies. We investigate whether such stylized body shapes result in increased perceived appeal with two different experiments: One focuses on body shape alone,...
A distorted representation of one's own body is a diagnostic criterion and core psychopathology of both anorexia nervosa (AN) and bulimia nervosa (BN). Despite recent technical advances in research, it is still unknown whether this body image disturbance is characterized by body dissatisfaction and a low ideal weight and/or includes a distorted per...
Background
Body image disturbance (BID) is a core symptom of anorexia nervosa (AN), but as yet distinctive features of BID are unknown. The present study aimed at disentangling perceptual and attitudinal components of BID in AN.
Methods
We investigated n = 24 women with AN and n = 24 controls. Based on a three-dimensional (3D) body scan, we create...
Previous research demonstrated that estimates of others’ body sizes are biased towards the average body size in the population (Cornelissen, Gledhill, Cornelissen Tovée, 2016). Bodies in the environment not only influence the internal reference of what is perceived as average or “normal”, but also play an essential role in self-body size evaluation...
Previous research has suggested that own body size estimates are biased towards an average reference body (Cornelissen, Bester, Cairns, Tove´e Cornelissen, 2015). The role of personal body size in body size perception of others is still unclear. In this study, we tested healthy females varying in body mass index (BMI) to investigate whether persona...
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 even...
Our perception of our body, and its size, is important for many aspects of everyday life. Using a variety of measures, previous research demonstrated that people typically overestimate the size of their bodies (Longo & Haggard, 2010). Given that self-body size perception is informed from many different experiences, it is surprising that people do n...
Previous research has suggested that inaccuracies in own body size estimation can largely be explained by a known error in perceived magnitude, called contraction bias (Cornelissen, Bester, Cairns, Tovée Cornelissen, 2015). According to this, own body size estimation is biased towards an average reference body, such that individuals with a low body...
The elongation of a figure or object can induce a perceptual bias regarding its area or volume estimation. This bias is notable in Piagetian experiments in which participants tend to consider elongated cylinders to contain more liquid than shorter cylinders of equal volume. We investigated whether similar perceptual biases could be found in volume...
Advances in 3D scanning technology allow us to create realistic virtual avatars from full body 3D scan data.
However, negative reactions to some realistic computer generated humans suggest that this approach might
not always provide the most appealing results. Using styles derived from existing popular character designs,
we present a novel automati...
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 str...
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 l...
When looking into a mirror healthy humans usually clearly perceive their own face. Such an unambiguous face self-perception indicates that an individual has a discrete facial self-representation and thereby the involvement of a self-other face distinction mechanism. We have stroked the trunk of healthy individuals while they watched the trunk of a...
Our goal was to evaluate the degree to which display technologies influence the perception of size in an image.
Research suggests that factors such as whether an image is displayed stereoscopically, whether a user's viewpoint is tracked, and the field of view of a given display can affect users' perception of scale in the displayed image.
Participa...
In human perception, the ability to determine eye height is essential, because eye height is used to scale heights of objects, velocities, affordances and distances, all of which allow for successful environmental interaction. It is well understood that eye height is fundamental to determine many of these percepts. Yet, how eye height itself is pro...
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....
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...
Given that observing one's body is ubiquitous in experience, it is natural to assume that people accurately perceive the relative sizes of their body parts. This assumption is mistaken. In a series of studies, we show that there are dramatic systematic distortions in the perception of bodily proportions, as assessed by visual estimation tasks, wher...
This paper compares the influence a video self-avatar and a lack of a visual representation of a body have on height estimation when standing at a virtual visual cliff. A height estimation experiment was conducted using a custom augmented reality Oculus Rift hardware and software prototype also described in this paper. The results show a consistenc...
Emotion expression in human-human interaction takes place via various types of information, including body motion. Research on the perceptual-cognitive mechanisms underlying the processing of natural emotional body language can benefit greatly from datasets of natural emotional body expressions that facilitate stimulus manipulation and analysis. Th...
Considerable empirical evidence has shown influences of the action capabilities of the body on the perception of sizes and distances. Generally, as one׳s action capabilities increase, the perception of the relevant distance (over which the action is to be performed) decreases and vice versa. As a consequence, it has been proposed that the body׳s ac...
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....
The hand is a reliable and ecologically useful perceptual ruler that can be used to scale the sizes of close, manipulatable objects in the world in a manner similar to the way in which eye height is used to scale the heights of objects on the ground plane. Certain objects are perceived proportionally to the size of the hand, and as a result, change...
People use ''route knowledge'' to navigate to targets along familiar routes and ''survey knowledge'' to determine (by pointing, for example) a target's metric location. We show that both root in separate memories of the same environment: participants navigating through their home city relied on representations and reference frames different from th...
Our bodies are the most intimately familiar objects we encounter in our perceptual environment. Virtual reality provides a unique method to allow us to experience having a very different body from our own, thereby providing a valuable method to explore the plasticity of body representation. In this paper, we show that women can experience ownership...
Humans can recognize emotions expressed through body motion with high accuracy even when the stimuli are impoverished. However, most of the research on body motion has relied on exaggerated displays of emotions. In this paper we present two experiments where we investigated whether emotional body expressions could be recognized when they were recor...
We present a new on-line annotation system that allows participants to perform manual sentiment analysis of coherent texts for emotions, as well as indicate the intensity of the emotion and the emphasis in each phrase. We have developed the following set of emotion categories: amusement, anger, contempt, despair, disgust, excitement, fear, hope, jo...
Using state-of-the-art technology, interactions of eye, head and intersegmental body movements were analyzed for the first time during multiple twisting somersaults of high-level gymnasts. With this aim, we used a unique combination of a 16-channel infrared kinemetric system; a three-dimensional video kinemetric system; wireless electromyography; a...
Using state-of-the-art technology, interactions of eye, head and intersegmental body movements were analyzed for the first time during multiple twisting somersaults of high-level gymnasts. With this aim, we used a unique combination of a 16-channel infrared kinemetric system; a three-dimensional video kinemetric system; wireless electromyography; a...
Learning a complex task such as table tennis is a challenging problem for both robots and humans. Even after acquiring the necessary motor skills, a strategy is needed to choose where and how to return the ball to the opponent's court in order to win the game. The data-driven identification of basic strategies in interactive tasks, such as table te...
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...
In neurology and psychiatry the detailed study of illusory own body perceptions has suggested close links between bodily processing and self-consciousness. One such illusory own body perception is heautoscopy where patients have the sensation of being reduplicated and to exist at two or even more locations. In previous experiments, using a video he...
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 mathema...
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 an...
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 an...
In several athletic disciplines there is evidence that for generating the most effective acceleration of a specific body part the transfer of momentum should run in a "whip-like" consecutive succession of body parts towards the segment which shall be accelerated most effectively (e.g. the arm in throwing disciplines). This study investigated the qu...
The notion of body-based scaling suggests that our body and its action capabilities are used to scale the spatial layout of the environment. Here we present four studies supporting this perspective by showing that the hand acts as a metric which individuals use to scale the apparent sizes of objects in the environment. However to test this, one mus...
Background / Purpose:
The purpose of the study was to determine whether the size of the presented stimuli (animated stick figures) improved emotion recognition in human observers. Two viewing conditions were used as a between-participant factor. On a large back projection the stimuli size matched real human size. A 17" laptop display was used for...
Many scientists have demonstrated that compared to the real world egocentric distances in head-mounted display virtual environments are underestimated. However, distance perception in large screen immersive displays has received less attention. We investigate egocentric distance perception in a virtual office room projected using a semi-spherical,...
Motion blur due to camera shake is one of the predominant sources of degradation in handheld photography. Single image blind deconvolution (BD) or motion deblurring aims at restoring a sharp latent image from the blurred recorded picture without knowing the camera motion that took place during the exposure. BD is a long-standing problem, but has at...
Watching a virtual body (avatar) being stroked while one’s own body is being synchronously stroked has been shown to elicit the experience of bodily ownership over the avatar in the viewer. Previously this has been interpreted such that individuals take exclusively ownership over the avatar. However, it should be considered that due to the sensory...
The ground plane’s texture gradient is a well-known, perspective depth cue that derives from the fact that, for a uniformly textured surface, texture elements become smaller and more densely arrayed in the visual field with increased in distance e.g. grass on a field or cobble stones on a street. This size / distance relationship also occurs for ob...
Theories of social interaction (i.e., common coding theory) suggest that visual information about the interaction partner is critical for successful interpersonal action coordination. Seeing the interaction partner allows an observer to understand and predict the interaction partner's behavior. However, it is unknown which of the many sources of vi...
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 cur...
The simultaneous visuo–tactile stimulation of an individual’s body and a virtual body (avatar) is an experimental method used to investigate the mechanisms of self-experience. Studies incorporating this method found that it elicits the experience of bodily ownership over the avatar. Moreover, as part of our own research we found that it also has an...
In the framework of the experimental induction of full-body illusions the features of the experience of being a distinct entity (selfhood) are altered such that participants identify with and mis-localize themselves towards a virtual body. On the other hand, it has been found that the experience of circular self-motion, or vection, can be induced b...
The aim of this work is to increase the effectiveness of real world medical training simulations by helping trainees gain a better understanding of the importance of communication and teamwork. Therefore we develop an online application which can be used together with real world simulations to improve training. To produce the online application we...
We examined how a highly familiar environmental space--one's city of residence--is represented in memory. Twenty-six participants faced a photo-realistic virtual model of their hometown and completed a task in which they pointed to familiar target locations from various orientations. Each participant's performance was most accurate when he or she w...
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...
When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a) whether head-mounted display...
An embodied approach to the perception of spatial layout contends that the body is used as a 'perceptual ruler' with which individuals scale the perceived environmental layout. In support of this notion, previous research has shown that the perceived size of objects can be influenced by changes in the apparent size of hand. The size-weight illusion...
Recent technology provides us with realistic looking virtual characters. Motion capture and elaborate mathematical models supply data for natural looking, controllable facial and bodily animations. With the help of computational linguistics and artificial intelligence, we can automatically assign emotional categories to appropriate stretches of tex...
In a previous series of desktop experiments we found no evidence that individuals' height influenced their representation of others' faces or their ability to process faces viewed from above or below (VSS 2009). However, in those experiments face orientation and body height were ambiguous as isolated faces were shown on a computer screen to an obse...