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Emulating human observers with bayesian binning: Segmentation of action streams
Natural body movements arise in the form of temporal sequences of individual actions. During visual action analysis, the human visual system must accomplish a temporal segmentation of the action stream into individual actions. Such temporal segmentation ...
Modeling and animating eye blinks
Facial animation often falls short in conveying the nuances present in the facial dynamics of humans. In this article, we investigate the subtleties of the spatial and temporal aspects of eye blinks. Conventional methods for eye blink animation ...
Near-field distance perception in real and virtual environments using both verbal and action responses
- Phillip E. Napieralski,
- Bliss M. Altenhoff,
- Jeffrey W. Bertrand,
- Lindsay O. Long,
- Sabarish V. Babu,
- Christopher C. Pagano,
- Justin Kern,
- Timothy A. Davis
Few experiments have been performed to investigate near-field egocentric distance estimation in an Immersive Virtual Environment (IVE) as compared to the Real World (RW). This article investigates near-field distance estimation in IVEs and RW conditions ...
Evaluation of walking in place on a Wii balance board to explore a virtual environment
In this work, we present a method of “Walking In Place” (WIP) on the Nintendo Wii Fit Balance Board to explore a virtual environment. We directly compare our method to joystick locomotion and normal walking. The joystick proves inferior to physically ...
Perceptual considerations for motion blur rendering
Motion blur is a frequent requirement for the rendering of high-quality animated images. However, the computational resources involved are usually higher than those for images that have not been temporally antialiased. In this article we study the ...