论文标题
三模式虚拟环境的音频视频 - 野外资源分配
Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual Environments
论文作者
论文摘要
虚拟环境(VES)提供了模拟从培训到娱乐的广泛应用程序的机会,以安全而受控的方式。对于需要现实世界环境的现实表示的应用,VES需要提供多种,物理上准确的感觉刺激。但是,模拟构成人类感觉系统(HSS)的所有感官是需要大量计算资源的任务。由于要以最高质量提供所有感官是棘手的,因此我们提出了一种资源分配方案,以在给定的计算预算中获得最佳的感知体验。本文研究了由听觉,视觉和嗅觉刺激组成的多模式场景的资源平衡。进行了三项实验研究。第一个实验确定了嗅觉计算的感知边界。在第二个实验中,要求参与者(n = 25)在固定数量的预算中(M = 5),以确定他们认为是给定计算预算的最佳视觉,声学和嗅觉刺激质量。结果表明,与其他感觉刺激相比,参与者倾向于优先考虑视觉质量。但是,随着预算规模的增加,用户更喜欢资源平衡分配,而偏爱在VE中有气味。根据收集的数据,提出了质量预测模型,并在第三个也是最后一个实验中对以前未使用的预算和未经测试的方案进行了验证。
Virtual Environments (VEs) provide the opportunity to simulate a wide range of applications, from training to entertainment, in a safe and controlled manner. For applications which require realistic representations of real world environments, the VEs need to provide multiple, physically accurate sensory stimuli. However, simulating all the senses that comprise the human sensory system (HSS) is a task that requires significant computational resources. Since it is intractable to deliver all senses at the highest quality, we propose a resource distribution scheme in order to achieve an optimal perceptual experience within the given computational budgets. This paper investigates resource balancing for multi-modal scenarios composed of aural, visual and olfactory stimuli. Three experimental studies were conducted. The first experiment identified perceptual boundaries for olfactory computation. In the second experiment, participants (N=25) were asked, across a fixed number of budgets (M=5), to identify what they perceived to be the best visual, acoustic and olfactory stimulus quality for a given computational budget. Results demonstrate that participants tend to prioritise visual quality compared to other sensory stimuli. However, as the budget size is increased, users prefer a balanced distribution of resources with an increased preference for having smell impulses in the VE. Based on the collected data, a quality prediction model is proposed and its accuracy is validated against previously unused budgets and an untested scenario in a third and final experiment.