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1.
IEEE Trans Vis Comput Graph ; 30(5): 2087-2097, 2024 May.
Article in English | MEDLINE | ID: mdl-38437111

ABSTRACT

From education to medicine to entertainment, a wide range of industrial and academic fields now utilize eXtended Reality (XR) technologies. This diversity and growing use are boosting research and leading to an increasing number of XR experiments involving human subjects. The main aim of these studies is to understand the user experience in the broadest sense, such as the user cognitive and emotional states. Behavioral data collected during XR experiments, such as user movements, gaze, actions, and physiological signals constitute precious assets for analyzing and understanding the user experience. While they contribute to overcome the intrinsic flaws of explicit data such as post-experiment questionnaires, the required acquisition and analysis tools are costly and challenging to develop, especially for 6DoF (Degrees of Freedom) XR experiments. Moreover, there is no common format for XR behavioral data, which restrains data-sharing, and thus hinders wide usages across the community, replicability of studies, and the constitution of large datasets or meta-analysis. In this context, we present PLUME, an open-source software toolbox (PLUME Recorder, PLUME Viewer, PLUME Python) that allows for the exhaustive record of XR behavioral data (including synchronous physiological signals), their offline interactive replay and analysis (with a standalone application), and their easy sharing due to our compact and interoperable data format. We believe that PLUME can greatly benefit the scientific community by making the use of behavioral and physiological data available for the greatest, contributing to the reproducibility and replicability of XR user studies, enabling the creation of large datasets, and contributing to a deeper understanding of user experience.


Subject(s)
Computer Graphics , Software , Humans , Reproducibility of Results , Information Dissemination , Surveys and Questionnaires
2.
Article in English | MEDLINE | ID: mdl-37956017

ABSTRACT

Many studies have investigated how interpersonal differences between users influence their experience in Virtual Reality (VR) and it is now well recognized that user's subjective experiences and responses to the same VR environment can vary widely. In this study, we focus on player traits, which correspond to users' preferences for game mechanics, arguing that players react differently when experiencing VR scenarios. We developed three scenarios in the same VR environment that rely on different game mechanics, and evaluate the influence of the scenarios, the player traits and the time of practice of the VR environment on users' perceived flow. Our results show that 1) the type of scenario has an impact on specific dimensions of flow; 2) the scenarios have different effects on flow depending on the order they are performed, the flow preconditions being stronger when performed at last; 3) almost all dimensions of flow are influenced by the player traits, these influences depending on the scenario, 4) the Aesthetic trait has the most influences in the three scenarios. We finally discuss the findings and limitations of the present study that we believe has strong implications for the design of scenarios in VR experiences.

3.
Med Image Anal ; 89: 102912, 2023 10.
Article in English | MEDLINE | ID: mdl-37549612

ABSTRACT

Computational fluid dynamics (CFD) simulation provides valuable information on blood flow from the vascular geometry. However, it requires extracting precise models of arteries from low-resolution medical images, which remains challenging. Centerline-based representation is widely used to model large vascular networks with small vessels, as it encodes both the geometric and topological information and facilitates manual editing. In this work, we propose an automatic method to generate a structured hexahedral mesh suitable for CFD directly from centerlines. We addressed both the modeling and meshing tasks. We proposed a vessel model based on penalized splines to overcome the limitations inherent to the centerline representation, such as noise and sparsity. The bifurcations are reconstructed using a parametric model based on the anatomy that we extended to planar n-furcations. Finally, we developed a method to produce a volume mesh with structured, hexahedral, and flow-oriented cells from the proposed vascular network model. The proposed method offers better robustness to the common defects of centerlines and increases the mesh quality compared to state-of-the-art methods. As it relies on centerlines alone, it can be applied to edit the vascular model effortlessly to study the impact of vascular geometry and topology on hemodynamics. We demonstrate the efficiency of our method by entirely meshing a dataset of 60 cerebral vascular networks. 92% of the vessels and 83% of the bifurcations were meshed without defects needing manual intervention, despite the challenging aspect of the input data. The source code is released publicly.


Subject(s)
Arteries , Hemodynamics , Humans , Computer Simulation , Software , Diagnostic Imaging
4.
Qual User Exp ; 8(1): 4, 2023.
Article in English | MEDLINE | ID: mdl-37304060

ABSTRACT

Efficient objective and perceptual metrics are valuable tools to evaluate the visual impact of compression artifacts on the visual quality of volumetric videos (VVs). In this paper, we present some of the MPEG group efforts to create, benchmark and calibrate objective quality assessment metrics for volumetric videos represented as textured meshes. We created a challenging dataset of 176 volumetric videos impaired with various distortions and conducted a subjective experiment to gather human opinions (more than 5896 subjective scores were collected). We adapted two state-of-the-art model-based metrics for point cloud evaluation to our context of textured mesh evaluation by selecting efficient sampling methods. We also present a new image-based metric for the evaluation of such VVs whose purpose is to reduce the cumbersome computation times inherent to the point-based metrics due to their use of multiple kd-tree searches. Each metric presented above is calibrated (i.e., selection of best values for parameters such as the number of views or grid sampling density) and evaluated on our new ground-truth subjective dataset. For each metric, the optimal selection and combination of features is determined by logistic regression through cross-validation. This performance analysis, combined with MPEG experts' requirements, lead to the validation of two selected metrics and recommendations on the features of most importance through learned feature weights.

5.
Front Hum Neurosci ; 17: 1301891, 2023.
Article in English | MEDLINE | ID: mdl-38328679

ABSTRACT

Introduction: Designers know that part of the appreciation of a product comes from the properties of its materials. These materials define the object's appearance and produce emotional reactions that can influence the act of purchase. Although known and observed as important, the affective level of a material remains difficult to assess. While many studies have been conducted regarding material colors, here we focus on two material properties that drive how light is reflected by the object: its metalness and smoothness. In this context, this work aims to study the influence of these properties on the induced emotional response. Method: We conducted a perceptual user study in virtual reality, allowing participants to visualize and manipulate a neutral object - a mug. We generated 16 material effects by varying it metalness and smoothness characteristics. The emotional reactions produced by the 16 mugs were evaluated on a panel of 29 people using James Russel's circumplex model, for an emotional measurement through two dimensions: arousal (from low to high) and valence (from negative to positive). This scale, used here through VR users' declarative statements allowed us to order their emotional preferences between all the virtual mugs. Result: Statistical results show significant positive effects of both metalness and smoothness on arousal and valence. Using image processing features, we show that this positive effect is linked to the increasing strength (i.e., sharpness and contrast) of the specular reflections induced by these material properties. Discussion: The present work is the first to establish this strong relationship between specular reflections induced by material properties and aroused emotions.

6.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 2208-2214, 2022 07.
Article in English | MEDLINE | ID: mdl-36085963

ABSTRACT

Computational fluid dynamics (CFD) is a key tool for a wide range of research areas, beyond the computer science community. In particular, CFD is used in medicine to measure blood flow from patient specific models of arteries. In this field, the creation of accurate meshes remains the most challenging step, as it is based on the segmentation of medical images, a time-consuming task which often requires manual intervention by medical doctors. In this context, user-friendly, interactive softwares are valuable. They enable to spread the new advances in numerical treatment to the medical community and enrich them with the expert knowledge (e.g anatomical knowledge) of clinicians. In this work, we present a user interface dedicated to the meshing of vascular networks from centerlines. It allows for the 3D visualization and edition of input centerlines, which constitute a simplified, easy-to-manipulate representation of vascular networks. The surface of the artery can be reconstructed from the modified centerlines by an editable parametric model and then meshed with high quality hexahedral elements. At every step of the process, the network can be confronted with medical images with enhanced visualization. The software will be released publicly. Clinical relevance- This tool facilitates the manual extraction and editing of vascular networks by medical doctors. It opens the generation of hexahedral meshes for computational fluid dynamics studies to non-expert users.


Subject(s)
Cardiovascular System , Software , Hemodynamics , Humans , Hydrodynamics
7.
IEEE Trans Vis Comput Graph ; 27(3): 2202-2219, 2021 03.
Article in English | MEDLINE | ID: mdl-33166254

ABSTRACT

Surface meshes associated with diffuse texture or color attributes are becoming popular multimedia contents. They provide a high degree of realism and allow six degrees of freedom (6DoF) interactions in immersive virtual reality environments. Just like other types of multimedia, 3D meshes are subject to a wide range of processing, e.g., simplification and compression, which result in a loss of quality of the final rendered scene. Thus, both subjective studies and objective metrics are needed to understand and predict this visual loss. In this work, we introduce a large dataset of 480 animated meshes with diffuse color information, and associated with perceived quality judgments. The stimuli were generated from 5 source models subjected to geometry and color distortions. Each stimulus was associated with 6 hypothetical rendering trajectories (HRTs): combinations of 3 viewpoints and 2 animations. A total of 11520 quality judgments (24 per stimulus) were acquired in a subjective experiment conducted in virtual reality. The results allowed us to explore the influence of source models, animations and viewpoints on both the quality scores and their confidence intervals. Based on these findings, we propose the first metric for quality assessment of 3D meshes with diffuse colors, which works entirely on the mesh domain. This metric incorporates perceptually-relevant curvature-based and color-based features. We evaluate its performance, as well as a number of Image Quality Metrics (IQMs), on two datasets: ours and a dataset of distorted textured meshes. Our metric demonstrates good results and a better stability than IQMs. Finally, we investigated how the knowledge of the viewpoint (i.e., the visible parts of the 3D model) may improve the results of objective metrics.

8.
IEEE Trans Vis Comput Graph ; 25(2): 1336-1346, 2019 02.
Article in English | MEDLINE | ID: mdl-29994636

ABSTRACT

Lossy texture compression is increasingly used to reduce GPU memory and bandwidth consumption. However, as raised by recent studies, evaluating the quality of compressed textures is a difficult problem. Indeed using Peak Signal-to-Noise Ratio (PSNR) on texture images, like done in most applications, may not be a correct way to proceed. In particular, there is evidence that masking effects apply when the texture image is mapped on a surface and combined with other textures (e.g., affecting geometry or normal). These masking effects have to be taken into account when compressing a set of texture maps, in order to have a real understanding of the visual impact of the compression artifacts on the rendered images. In this work, we present the first psychophysical experiment investigating the perceptual impact of texture compression on rendered images. We explore the influence of compression bit rate, light direction, and diffuse and normal map content on the visual impact of artifacts. The collected data reveal huge masking effects from normal map to diffuse map artifacts and vice versa, and reveal the weakness of PSNR applied on individual textures for evaluating compression quality. The results allow us to also analyze the performance and failures of image quality metrics for predicting the visibility of these artifacts. We finally provide some recommendations for evaluating the quality of texture compression and show a practical application to approximating the distortion measured on a rendered 3D shape.


Subject(s)
Computer Graphics , Data Compression , Imaging, Three-Dimensional , Psychophysics/methods , Adolescent , Adult , Artifacts , Humans , Surface Properties , Visual Perception/physiology , Young Adult
9.
IEEE Trans Vis Comput Graph ; 22(8): 1987-99, 2016 08.
Article in English | MEDLINE | ID: mdl-26394428

ABSTRACT

3D meshes are deployed in a wide range of application processes (e.g., transmission, compression, simplification, watermarking and so on) which inevitably introduce geometric distortions that may alter the visual quality of the rendered data. Hence, efficient model-based perceptual metrics, operating on the geometry of the meshes being compared, have been recently introduced to control and predict these visual artifacts. However, since the 3D models are ultimately visualized on 2D screens, it seems legitimate to use images of the models (i.e., snapshots from different viewpoints) to evaluate their visual fidelity. In this work we investigate the use of image metrics to assess the visual quality of 3D models. For this goal, we conduct a wide-ranging study involving several 2D metrics, rendering algorithms, lighting conditions and pooling algorithms, as well as several mean opinion score databases. The collected data allow (1) to determine the best set of parameters to use for this image-based quality assessment approach and (2) to compare this approach to the best performing model-based metrics and determine for which use-case they are respectively adapted. We conclude by exploring several applications that illustrate the benefits of image-based quality assessment.

10.
IEEE Trans Pattern Anal Mach Intell ; 31(4): 627-36, 2009 Apr.
Article in English | MEDLINE | ID: mdl-19229079

ABSTRACT

Zernike moments constitute a powerful shape descriptor in terms of robustness and description capability. However the classical way of comparing two Zernike descriptors only takes into account the magnitude of the moments and loses the phase information. The novelty of our approach is to take advantage of the phase information in the comparison process while still preserving the invariance to rotation. This new Zernike comparator provides a more accurate similarity measure together with the optimal rotation angle between the patterns, while keeping the same complexity as the classical approach. This angle information is particularly of interest for many applications, including 3D scene understanding through images. Experiments demonstrate that our comparator outperforms the classical one in terms of similarity measure. In particular the robustness of the retrieval against noise and geometric deformation is greatly improved. Moreover, the rotation angle estimation is also more accurate than state-of-the-art algorithms.

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