I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Measuring and predicting visual fidelity
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Choosing Rendering Parameters for Effective Communication of 3D Shape
IEEE Computer Graphics and Applications
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The effect of memory schemas on object recognition in virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
A schema-based selective rendering framework
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Cognitive transfer of spatial awareness states from immersive virtual environments to reality
ACM Transactions on Applied Perception (TAP)
The effect of stereo and context on memory and awareness states in immersive virtual environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptually-motivated graphics, visualization and 3D displays
ACM SIGGRAPH 2010 Courses
Perception in graphics, visualization, virtual environments and animation
SIGGRAPH Asia 2011 Courses
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
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In a virtual environment (VE), efficient techniques are often needed to economize on rendering computation without compromising the information transmitted. The reported experiments devise a functional fidelity metric by exploiting research on memory schemata. According to the proposed measure, similar information would be transmitted across synthetic and real-world scenes depicting a specific schema. This would ultimately indicate which areas in a VE could be rendered in lower quality without affecting information uptake. We examine whether computationally more expensive scenes of greater visual fidelity affect memory performance after exposure to immersive VEs, or whether they are merely more aesthetically pleasing than their diminished visual quality counterparts. Results indicate that memory schemata function in VEs similar to real-world environments. “High-level” visual cognition related to late visual processing is unaffected by ubiquitous graphics manipulations such as polygon count and depth of shadow rendering; “normal” cognition operates as long as the scenes look acceptably realistic. However, when the overall realism of the scene is greatly reduced, such as in wireframe, then visual cognition becomes abnormal. Effects that distinguish schema-consistent from schema-inconsistent objects change because the whole scene now looks incongruent. We have shown that this effect is not due to a failure of basic recognition.