Dynamic memory revisited
User performance with gaze contingent multiresolutional displays
ETRA '00 Proceedings of the 2000 symposium on Eye tracking research & applications
Presence: Teleoperators and Virtual Environments
VR '99 Proceedings of the IEEE Virtual Reality
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
Simulating spatial assumptions
ACM SIGGRAPH 2003 Sketches & Applications
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
The effect of visual fidelity on transfer of training and awareness states
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
The effect of stereo on schema activation within immersive virtual environments
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Improving presence theory through experiential design
Presence: Teleoperators and Virtual Environments
A selective rendering algorithm based on memory schemas
SIGGRAPH '09: Posters
A schema-based selective rendering framework
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
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
Quantifying fidelity for virtual environment simulations employing memory schema assumptions
ACM Transactions on Applied Perception (TAP)
Perceptually guided high-fidelity rendering exploiting movement bias in visual attention
ACM Transactions on Applied Perception (TAP)
Understanding individual differences: learning space in virtual environments
Proceedings of the International Conference on Management of Emergent Digital EcoSystems
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
Higher levels of immersion improve procedure memorization performance
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
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Prior theoretical work on memory schemas, an influential concept of memory from the field of cognitive psychology, is presented for application to fidelity of computer graphics simulations. The basic assumption is that an individual's prior experience will influence how he or she perceives, comprehends, and remembers new information in a scene. Schemas are knowledge structures; a scene could incorporate objects that fit into a specific context or schema (e.g., an academic's office) referred to as consistent objects. A scene could also include objects that are not related to the schema in place referred to as inconsistent objects. In this paper, we describe ongoing development of a rendering framework related to scene perception based on schemas. An experiment was carried out to explore the effect of object type and rendering quality on object memory recognition in a room. The computer graphics simulation was displayed on a Head Mounted Display (HMD) utilizing stereo imagery and head tracking. Thirty-six participants across three conditions of varied rendering quality of the same space were exposed to the computer graphics environment and completed a memory recognition task. Results revealed that schema consistent elements of the scene were more likely to be recognized than inconsistent information. Over-all higher confidence ratings were assigned for consistent objects compared to inconsistent ones. Total object recognition was better for the mid-quality condition compared to the low-quality one. The presence of shadow information, though, did not affect recognition of either consistent or inconsistent objects. Further explorations of the effect of schemas on spatial awareness in synthetic worlds could lead to identifying areas of a computer graphics scene that require better quality of rendering as well as areas for which lower fidelity could be sufficient. The ultimate goal of this work is to simulate a perceptual process rather than to simulate physics.