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Presence and Discernability in
Conventional and Non-Photorealistic
Immersive Augmented Reality
William Steptoe, Simon Julier, Anthony Steed
Yurae Kim2016 Interaction Design
Interaction Design 1
VR
!
AR
Virtual Reality.
Creating a virtual world that users can interact with.
Augmented Reality.
Blending of virtual reality and real life.
Term
Interaction Design 2
Potential goal of AR
Integrating virtual and real imagery in such a way that they are visually indistinguishable.
!
!
1. Enhancing graphical photorealism and illumination to match with the real world as
closely as possible : Appearance Acquisition Approach
time consuming, cannot easily support dynamic changes in lighting / scene arrangement.
!
!
2. Changing the view of the real world so that it appears closer to the computer-
generated graphics : Stylized Rendering Approach
diminishes the photorealism of both real and virtual content with the aim of homogenizing the
overall appearance of the scene
!
3. NPR : Non - Photorealistic Rendering
applies image filters that silhouette edges, desaturate color or apply other effects such as
sketch-like, cartoonish or painterly rendering
!
!
Approaches
Interaction Design 3
Investigate the use of NPR in an immersive, stereoscopic,
wide field-of-view head-mounted video see-through AR display.
(Using AR Rift)
!
!
Discernability Presence
Conventional Stylized Virtualized
Three rendering modes that provide an approach to explore the influence of NPR on discernability and presence in immersive AR
Goal of the study
Interaction Design 4
Task 1. Discernability
Participants are required to judge each of ten objects as real or virtual. Five objects were real
and five were virtual, with object virtuality balanced over participants and conditions. Objects
were common to home and office environments. Binary response accuracy for each of the ten
objects will be measured.
!
!
!
Task 2. Presence
Measuring behavior relating to the extent to which the mixed reality environment is acted upon
as the salient physical reality. Participants are given the task of walking from their current
seated position to sit on a chair located around 2m opposite them. Between their starting
position and target chair, however, there appear to be a number of medium-large cardboard
boxes scattered around the floor. These boxes and also the target chair are virtual: the stage
area is void of physical objects.
!
Experiment features two tasks exploring discernability and presence over the three rendering conditions.
Experiment
Interaction Design 5
!
Presence
!
Psychological response of user to patterns of sensory stimuli, resulting in the psychological sensation of
being there in the computer-generated space.
!
- Consistency : Consistency of content. Refers to importance of the behavior of virtual objects remaining
consistent with expectations of a user.
- Technical factors : immersive elements of the system, connected with both graphical fidelity and
relighting and tracking latency
!
Higher degrees of presence may be fostered when virtual and real content is integrated effectively to form
a perceptually - unified environment.
Presence should be assessed through measurement of both quantitative data, for instance tracked body
movement or physiological response, and qualitative insights from questionnaires and interviews.
!
!
Term
Interaction Design 6
Conventional
!
!
!
!
shows unaltered video feeds and uses
standard real-time graphics algorithms.
Stylized
!
Virtualized
applies an edge-detection filter to silhouette
edges of objects within the full image frame,
which includes both video and graphics.
!
presents an extreme stylization by both
silhouetting edges and removing color
information.
!
!
Term
Interaction Design 7
!
- Thirty participants (14 female) with normal or corrected-to-normal vision and no previous
immersive HMD experience were recruited.
!
- 643m lab. The floor initially empty of physical objects. The participant donned the motion
capture shoes followed by the AR-Rift, which was adjusted for comfort.
!
- The experimental procedure was around 20 minutes.
	

- Questionnaire afterwards.
!
!
!
Procedure
Interaction Design 8
Result 1
Result
Results from the discernability task demonstrate the effectiveness of the two non-photorealistic
rendering modes to visually merge virtual objects within a real environment. The stylized mode
was particularly successful, with a 56% mean accuracy near chance, which is both significantly
lower than conventional (73%) and higher than virtualized (38%) modes. This indicates
participants in the stylized condition were unable to discriminate physical and virtual objects.
!
Judgment accuracy in the stylized mode suggests that NPR can be effective in unifying the
appearance of an environment in immersive AR despite the range of perceptual sensorimotor
cues afforded by the system.
!
!
!
Interaction Design 9
Result 2
Result
The motion tracking paths indicate that participants navigated the environment similarly in all
conditions by walking around the (virtual) boxes scattered around the environment to reach the
(also virtual) chair, rather than walking directly through the boxes to reach the chair. This is the
approach that we would expect if the task were to be presented in reality, and demonstrates that
participants are acting on the environment as the salient version of reality.
- supports the definition of presence in immersive AR being the perceptual state of non-
mediation arising from technologically- facilitated immersion and observed environmental
consistency, and which in turn gives rise to behavioral realism.
!
!
!
!
Interaction Design 10Conclusion
As the AR technology rises, the concept of presence as the perceptual illusion of non-
mediation will become salient. An approach to achieving this illusion is NPR and the user
study of this paper demonstrated its effectiveness towards achieving perceptual unification of
a scene so as to make it difficult to discern between real and virtual objects.
!
!
!
!
!
!
!
!
!
!
!
!
!
Conclusion
Opinion
The paper was very interesting and informative at the same time. Especially the concept of
presence. When combined with right cognitive technology, the future where we will be able
to manipulate virtual objects as they are real with our hands might not be too far away. Also
combined with game, the possibility will be limitless. I will be looking forward to that future.
!
!
!
!
!

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interaction design ppt

  • 1. Presence and Discernability in Conventional and Non-Photorealistic Immersive Augmented Reality William Steptoe, Simon Julier, Anthony Steed Yurae Kim2016 Interaction Design
  • 2. Interaction Design 1 VR ! AR Virtual Reality. Creating a virtual world that users can interact with. Augmented Reality. Blending of virtual reality and real life. Term
  • 3. Interaction Design 2 Potential goal of AR Integrating virtual and real imagery in such a way that they are visually indistinguishable. ! ! 1. Enhancing graphical photorealism and illumination to match with the real world as closely as possible : Appearance Acquisition Approach time consuming, cannot easily support dynamic changes in lighting / scene arrangement. ! ! 2. Changing the view of the real world so that it appears closer to the computer- generated graphics : Stylized Rendering Approach diminishes the photorealism of both real and virtual content with the aim of homogenizing the overall appearance of the scene ! 3. NPR : Non - Photorealistic Rendering applies image filters that silhouette edges, desaturate color or apply other effects such as sketch-like, cartoonish or painterly rendering ! ! Approaches
  • 4. Interaction Design 3 Investigate the use of NPR in an immersive, stereoscopic, wide field-of-view head-mounted video see-through AR display. (Using AR Rift) ! ! Discernability Presence Conventional Stylized Virtualized Three rendering modes that provide an approach to explore the influence of NPR on discernability and presence in immersive AR Goal of the study
  • 5. Interaction Design 4 Task 1. Discernability Participants are required to judge each of ten objects as real or virtual. Five objects were real and five were virtual, with object virtuality balanced over participants and conditions. Objects were common to home and office environments. Binary response accuracy for each of the ten objects will be measured. ! ! ! Task 2. Presence Measuring behavior relating to the extent to which the mixed reality environment is acted upon as the salient physical reality. Participants are given the task of walking from their current seated position to sit on a chair located around 2m opposite them. Between their starting position and target chair, however, there appear to be a number of medium-large cardboard boxes scattered around the floor. These boxes and also the target chair are virtual: the stage area is void of physical objects. ! Experiment features two tasks exploring discernability and presence over the three rendering conditions. Experiment
  • 6. Interaction Design 5 ! Presence ! Psychological response of user to patterns of sensory stimuli, resulting in the psychological sensation of being there in the computer-generated space. ! - Consistency : Consistency of content. Refers to importance of the behavior of virtual objects remaining consistent with expectations of a user. - Technical factors : immersive elements of the system, connected with both graphical fidelity and relighting and tracking latency ! Higher degrees of presence may be fostered when virtual and real content is integrated effectively to form a perceptually - unified environment. Presence should be assessed through measurement of both quantitative data, for instance tracked body movement or physiological response, and qualitative insights from questionnaires and interviews. ! ! Term
  • 7. Interaction Design 6 Conventional ! ! ! ! shows unaltered video feeds and uses standard real-time graphics algorithms. Stylized ! Virtualized applies an edge-detection filter to silhouette edges of objects within the full image frame, which includes both video and graphics. ! presents an extreme stylization by both silhouetting edges and removing color information. ! ! Term
  • 8. Interaction Design 7 ! - Thirty participants (14 female) with normal or corrected-to-normal vision and no previous immersive HMD experience were recruited. ! - 643m lab. The floor initially empty of physical objects. The participant donned the motion capture shoes followed by the AR-Rift, which was adjusted for comfort. ! - The experimental procedure was around 20 minutes. - Questionnaire afterwards. ! ! ! Procedure
  • 9. Interaction Design 8 Result 1 Result Results from the discernability task demonstrate the effectiveness of the two non-photorealistic rendering modes to visually merge virtual objects within a real environment. The stylized mode was particularly successful, with a 56% mean accuracy near chance, which is both significantly lower than conventional (73%) and higher than virtualized (38%) modes. This indicates participants in the stylized condition were unable to discriminate physical and virtual objects. ! Judgment accuracy in the stylized mode suggests that NPR can be effective in unifying the appearance of an environment in immersive AR despite the range of perceptual sensorimotor cues afforded by the system. ! ! !
  • 10. Interaction Design 9 Result 2 Result The motion tracking paths indicate that participants navigated the environment similarly in all conditions by walking around the (virtual) boxes scattered around the environment to reach the (also virtual) chair, rather than walking directly through the boxes to reach the chair. This is the approach that we would expect if the task were to be presented in reality, and demonstrates that participants are acting on the environment as the salient version of reality. - supports the definition of presence in immersive AR being the perceptual state of non- mediation arising from technologically- facilitated immersion and observed environmental consistency, and which in turn gives rise to behavioral realism. ! ! ! !
  • 11. Interaction Design 10Conclusion As the AR technology rises, the concept of presence as the perceptual illusion of non- mediation will become salient. An approach to achieving this illusion is NPR and the user study of this paper demonstrated its effectiveness towards achieving perceptual unification of a scene so as to make it difficult to discern between real and virtual objects. ! ! ! ! ! ! ! ! ! ! ! ! ! Conclusion Opinion The paper was very interesting and informative at the same time. Especially the concept of presence. When combined with right cognitive technology, the future where we will be able to manipulate virtual objects as they are real with our hands might not be too far away. Also combined with game, the possibility will be limitless. I will be looking forward to that future. ! ! ! ! !