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首页> 外文期刊>Journal of vision >Binocular and monocular perception of 3D indoor scenes in a virtual environment
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Binocular and monocular perception of 3D indoor scenes in a virtual environment

机译:虚拟环境中3D室内场景的双眼和单眼感知

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摘要

Previous studies of figure-ground organization (FGO) used ambiguous 2D images. These stimuli contrast with our everyday experience where we view 3D scenes which are never ambiguous. In order to shed light on 3D FGO we tested the subject's ability to count pieces of furniture in 3D virtual scenes and to reconstruct their spatial arrangement. In the first experiment, the scene contained between 7 and 13 pieces of home and office furniture randomly arranged. In half of the scenes there were strong occlusions of some objects by others. Each of the 100 scenes was shown for 4 seconds. The subject's task was to count the objects. There were 3 experimental factors: monocular vs. binocular viewing, color vs. grey scale, and right side up vs. upside down scenes. The dependent variable was the error in the number of objects reported. The strongest effect was produced by the scene orientation. Binocular viewing produced better performance than monocular although this effect was small. Color had a negligible effect. In the second experiment, the subject's task was to reproduce the spatial positions and orientations of 6 pieces of furniture. The reconstruction room was viewed from a different angle compared to the reference room. Two angles were used, 22.5deg and 45deg. Viewing was monocular or binocular. Performance was very good, with most position errors being within the size of the furniture pieces. There was not much difference between monocular and binocular viewing. The rotation of the scene by 45deg was more difficult than 22.5deg. When the scene was upside down, the errors were twice as large. The presence of shadows did not affect performance. These results show that 3D scene perception is very good and that the effect of visual cues is weaker than the effect of a priori constraints such as the direction of gravity.
机译:以前的图形地面组织(FGO)研究使用了模糊的2D图像。这些刺激与我们的日常体验形成了鲜明的对比,在我们的日常体验中,我们始终可以看到清晰的3D场景。为了阐明3D FGO,我们测试了对象在3D虚拟场景中对家具进行计数并重建其空间布置的能力。在第一个实验中,场景包含随机布置的7到13件家用和办公家具。在一半的场景中,某些物体被其他物体强烈遮挡。 100个场景中的每个场景都显示了4秒钟。对象的任务是计数对象。有3个实验因素:单眼与双目观看,色彩与灰度以及右侧场景与上下场景。因变量是报告的对象数错误。场景定向产生最强的效果。尽管这种效果很小,但双眼观看比单眼观看具有更好的性能。颜色的影响可忽略不计。在第二个实验中,受试者的任务是复制6件家具的空间位置和方向。与参考室相比,重建室的视角不同。使用了两个角度:22.5度和45度。观看是单眼还是双眼。性能非常好,大多数位置误差都在家具尺寸范围内。单眼和双眼观看之间没有太大区别。场景旋转45度要比22.5度困难。当场景颠倒时,误差是原来的两倍。阴影的存在不会影响性能。这些结果表明,3D场景感知非常好,视觉提示的效果比先验约束(如重力方向)的效果弱。

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