Paper
6 September 2017 Using virtual reality to test the regularity priors used by the human visual system
Eric Palmer, TaeKyu Kwon, Zygmunt Pizlo
Author Affiliations +
Abstract
Virtual reality applications provide an opportunity to test human vision in well-controlled scenarios that would be difficult to generate in real physical spaces. This paper presents a study intended to evaluate the importance of the regularity priors used by the human visual system. Using a CAVE simulation, subjects viewed virtual objects in a variety of experimental manipulations. In the first experiment, the subject was asked to count the objects in a scene that was viewed either right-side-up or upside-down for 4 seconds. The subject counted more accurately in the right-side-up condition regardless of the presence of binocular disparity or color. In the second experiment, the subject was asked to reconstruct the scene from a different viewpoint. Reconstructions were accurate, but the position and orientation error was twice as high when the scene was rotated by 45°, compared to 22.5°. Similarly to the first experiment, there was little difference between monocular and binocular viewing. In the third experiment, the subject was asked to adjust the position of one object to match the depth extent to the frontal extent among three objects. Performance was best with symmetrical objects and became poorer with asymmetrical objects and poorest with only small circular markers on the floor. Finally, in the fourth experiment, we demonstrated reliable performance in monocular and binocular recovery of 3D shapes of objects standing naturally on the simulated horizontal floor. Based on these results, we conclude that gravity, horizontal ground, and symmetry priors play an important role in veridical perception of scenes.
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Eric Palmer, TaeKyu Kwon, and Zygmunt Pizlo "Using virtual reality to test the regularity priors used by the human visual system", Proc. SPIE 10410, Unconventional and Indirect Imaging, Image Reconstruction, and Wavefront Sensing 2017, 104101B (6 September 2017); https://doi.org/10.1117/12.2273061
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KEYWORDS
Virtual reality

3D image reconstruction

Visual system

3D image processing

3D modeling

3D vision

Computer simulations

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