Experiment Shows Stylized Rendering Enhances Presence In Immersive AR 75
An anonymous reader writes William Steptoe, a senior researcher in the Virtual Environments and Computer Graphics group at University College London, published a paper (PDF) detailing experiments dealing with the seamless integration of virtual objects into a real scene. Participants were tested to see if they could correctly identify which objects in the scene were real or virtual. With standard rendering, participants were able to correctly guess 73% of the time. Once a stylized rendering outline was applied, accuracy dropped to 56% (around change) and even further to 38% as the stylized rendering was increased. Less accuracy means users were less able to tell the difference between real and virtual objects. Steptoe says that this blurring of real and virtual can increase 'presence', the feeling of being truly present in another space, in immersive augmented reality applications.
Re:Simulated Universe (Score:5, Funny)
some of us see the world in green vertical Greek letters.
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Your eyes are written in Perl?
Re:Simulated Universe (Score:5, Informative)
the rest of us saw it in green vertical Katakana
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All I see now is blonde, brunette, redhead.
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some of us see the world in green vertical Greek letters.
the rest of us saw it in green vertical Katakana
I saw both. Does that make me a more "worldly" person?
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If you put on the sunglasses too, you'll see all the signs that say "Conform."
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Great reference, great flick.
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Those sunglasses gave me a headache. Didn't you hear about the contact lenses?
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So what does that make Saint's Row IV?
Porn ... (Score:3)
Yeah, it's for porn
Re:Porn ... (Score:5, Insightful)
Re: Porn ... (Score:4, Informative)
I'm imagining this conversation as the same guy talking to himself, since both are AC...
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I'm imagining your claim is all too true, as I'm imagining it was you writing those two preceding comments followed by a meta comment posted while logged in in order to raise visibility and garner interest.
Maybe you're even posting this one, too. Who knows how deep the rabbit hole goes?
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You're doing it wrong. Unreal expectations for sex? More like idea generator according to my wife.
Also, based on some of the relationships I've seen, porn is the reason they still have a family. If not for porn as an outlet, they would have long ago ditched the wife (who let herself go) and kids for the fun and bubbly 20-something at work.
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Also, based on some of the relationships I've seen, porn is the reason they still have a family. If not for porn as an outlet, they would have long ago ditched the wife (who let herself go) and kids for the fun and bubbly 20-something at work.
Masturbation existed before the widespread availability of porn. Purely on the basis of sexual relief, no one would ever have run off with a younger man/woman.
Hint: it's a bit more complicated than having the ability to blow your load easily.
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I am 35 and completely agree with your assessment. I regularly interact with my wife's cousin's fiancee who is in her early 20's and I have to say that I am completely baffled by her naivete and gullibility. I look back to my own time at that age and I just can't understand it. I don't remember 20 somethings of the late 90's and early 2k's as being nearly as damaged as she, her friends, and others that I've seen seem to be, and be able to make it through life.
Let me clarify that a bit. Yes, I've seen pl
Re: Porn ... (Score:1)
You answered your own question at the beginning of your post: "I am 35".
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It doesn't have to be one or the other. Can you say Ménage-à-trois?
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more porn, which will continue to destroy families and relationships by commoditizing sex, spreading promiscuitity, and creating unreal expectations of sex.
[citation needed]
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which will continue to destroy families
You are confusing porn with fluoridated water. It's a common mistake for those who have been subject to so many government satellite brain scans.
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Understandable - the concept of immersive is really hard to explain to accountants. It's probably similar to the arousal you would feel from balancing your checkbook.
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"A natural next step would be to add haptic feedback allowing users to touch virtual objects. Users could pick up physical items and computer generated ones at the same time while still thinking both are real. Adding the ability to walk around would expand one’s sense of presence as well. This allows individuals to explore computer generated environments further immersing them into the experience." - Aristotle
Duh! (Score:5, Insightful)
It isn't terribly surprising that adding a cartoonish rendering effect to both real and virtual objects would make them more difficult to discern as such. I certainly wouldn't call it more immersive - quite the opposite, in fact. It is extremely obvious that what you are looking at has been altered and that you are not looking at "reality".
Re:Duh! (Score:5, Insightful)
Right. The original post doesn't make it clear that the system applies edge enhancement filters to the "real world" objects as well as the virtual ones. So everything looks crappy. It's not clear what this is supposed to prove.
Watching the video, the easiest way to tell real from virtual objects is that the amount of lag on the real and virtual objects differs.
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And since this is a camera passthrough, not an optical overlay, that's a glaring implementation flaw. Properly aligning the head tracking framerate, camera framerate, and rendering would let them render the virtual objects in lockstep with the physical ones (at least at speeds where motion blur isn't a significant issue; you can fake that by minimizing motion blur in the real image by using a short shutter time on the cameras).
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Re:Duh! (Score:5, Insightful)
It isn't terribly surprising that adding a cartoonish rendering effect to both real and virtual objects would make them more difficult to discern as such. I certainly wouldn't call it more immersive - quite the opposite, in fact. It is extremely obvious that what you are looking at has been altered and that you are not looking at "reality".
Right, but "immersive" doesn't mean "difficult to distinguish from reality" but rather "easy to treat as if it were real". I mean, I used to find playing Elite on my Sinclair Spectrum "immersive", but there's not a chance I'd ever fail to know it wasn't real. Being immersive means allowing people to retain what's often called "willing suspension of disbelief" [wikipedia.org] -- as long as the system I'm looking at behaves consistently, I can treat it as if it were real, so I can (at least sort-of) believe in its existence as a real thing. And maintaining that sense of existence is what people mean when they say immersion.
The filters they applied in the video make the scenes look less realistic overall, but they make them more consistent, and that lets me believe in them as real in a way I can't easily believe in the unfiltered scene.
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Judging by the article, it doesn't seem like the experiment supports the conclusion. The experiment demonstrates that applying the filters makes it more difficult to distinguish real objects from virtual objects, but it does not necessarily follow that this makes the experience more immersive than the unfiltered version. In general, a consistent experience is important to suspension of disbelief, but that is only one factor. Most people didn't have a problem "getting into" "Who Framed Roger Rabbit?" or "Spa
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Cartoon movies have shown us a world doesn't need to be photorealistic to be immersive. Worlds that stay away from the uncanny valley by being obvious cartoons do better than worlds that try to be, but aren't quite photorealistic.
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It isn't terribly surprising that adding a cartoonish rendering effect to both real and virtual objects would make them more difficult to discern as such. I certainly wouldn't call it more immersive - quite the opposite, in fact. It is extremely obvious that what you are looking at has been altered and that you are not looking at "reality".
immersive != realistic
Basically, by making the real world less realistic you can increase the immersiveness of the experience.
You obviously know that it's not real just like you know that a movie is not real but you still get a more immersive feel.
I think the real takeaway from this isn't that it's harder to tell real from virtual when you make the real look virtual (duh!) but
rather that a seemless less realistic cartoon environment feels more immersive than a realistic environment with virtual items
added.
Captain Obvious University (Score:1)
"The more you distort things, the less you can tell them from fakes." Surprise surprise surpriiiise!
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By the way, that's heavily paraphrased. I forgot to mention it.
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So is the proof-reading
Borderlands (Score:2)
SUMARY OF THE ARTICLE- (Score:2)
"Boffins have found that when you alter the appearance of an object, humans find it more difficult to perceive it as it actually is".
Mind Blowing! ;) (Score:3)
I stepped outside once (Score:5, Funny)
It reminded me that I needed to upgrade my video card.
"Dude, the colour depth out there is fucking *amazing*!"
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the NPCs and gameplay suck though.
(OLD meme, even older than memebase or cheezburger or whatever, it probably predates 7th Guest!)
That's "around chance", not "around change" (Score:2)
accuracy dropped to 56% (around change)
Then I watched the video in the article, where they actually say:
Participants demonstrated 56% accuracy (around chance)
i.e.: 56% is pretty close to the 50% you'd expect from just guessing. That one letter makes a big difference.
It's a Motion Thing (Score:1)
This doesn't mean what it sounds like (Score:2)
Aka, "if we make everything look like cartoons, people can't tell which cartoons came from the real world".
Stylized Rendering? (Score:2)
Is that a fancy phrase for "out of focus"? "Low definition"? Why does this "scientific" study evoke a huge, resonating "DOH!" ??