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ACM Transactions on Applied Perception (TAP), Volume 8 Issue 3, August 2011

Online-Only Introduction
Diego Gutierrez, Martin Giese
Article No.: 21
DOI: 10.1145/2010325.2010331

Emulating human observers with bayesian binning: Segmentation of action streams
Dominik Endres, Andrea Christensen, Lars Omlor, Martin A. Giese
Article No.: 16
DOI: 10.1145/2010325.2010326

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...

Modeling and animating eye blinks
Laura C. Trutoiu, Elizabeth J. Carter, Iain Matthews, Jessica K. Hodgins
Article No.: 17
DOI: 10.1145/2010325.2010327

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
Article No.: 18
DOI: 10.1145/2010325.2010328

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...

Evaluation of walking in place on a Wii balance board to explore a virtual environment
Betsy Williams, Stephen Bailey, Gayathri Narasimham, Muqun Li, Bobby Bodenheimer
Article No.: 19
DOI: 10.1145/2010325.2010329

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...

Perceptual considerations for motion blur rendering
Fernando Navarro, Susana Castillo, Francisco J. Serón, Diego Gutierrez
Article No.: 20
DOI: 10.1145/2010325.2010330

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...