Evaluating Observers’ Sensitivity to Errors in Human and Physical Throws Michele Vicovaro1∗ 2 Ludovic Hoyet2† Luigi Burigana1‡ Carol O’Sullivan2§ 1 Department of General Psychology, University of Padua Graphics, Vision and Visualisation Group, Trinity College Dublin Figure 1: Left: Captured biological human throw. Right: Corresponding ramp throw. 1 Introduction the ball recorded in the captured throw was manipulated according to the following design: 2 modified Component (horizontal, vertical) × 2 Sign of the manipulation (decrease, increase) × 3 Magnitude of the manipulation (15%, 30%, 45%) × 6 repetitions. The participants had to indicate whether the trajectory of the ball was correct or incorrect compared with the force exerted by the virtual character (Human block) or compared to the motion during the descent (Ramp block). The ball disappeared before making contact with the ground. Understanding whether observers are sensitive to physical distortions in dynamic events is important in order to develop plausible simulations while saving time on details that observers cannot perceive [Barzel et al. 1996]. In this experiment, we evaluated observers’ sensitivity to physical distortions in virtual throwing animations. As previous results showed a greater sensitivity to physical distortions on virtual human characters rather than on simple objects [Reitsma et al. 2008], we studied the effect of using both a biological human throw and a simple physical simulation (free fall of a ball on a ramp). The results show that observers’ sensitivity to errors depends on the animacy of the thrower. 2 We performed a four-way, mixed, repeated measure ANOVA on the percentage of incorrect responses. Here we discuss the most interesting results for the comparison between human and physical throws. We found that observers are more sensitive to decreases than to increases in release velocity (horizontal and vertical components) in the Human block, whereas the opposite is true for the Ramp block. The sensitivity to increases is similar in the two blocks, whereas observers’ sensitivity to decreases is greater in the Human block than in the Ramp block. Experiment The motion of a projectile can be divided into two phases: the motion before it is released (preparatory motion) and the motion after the release (ballistic motion). The parabolic trajectory followed by a projectile after it is released depends on the horizontal and vertical components of its release velocity. In this experiment we manipulated separately horizontal and vertical components of the release velocity, while leaving unchanged the preparatory motion. We evaluated observers’ sensitivity to these physical mismatches. 3 Conclusion Observers are more sensitive to decreases in release velocity when presented with biological human throws rather than with simple physical simulations. Reitsma et al.[2008] found that observers tend to overestimate the effect of gravity on ballistic motion. This may explain the low sensitivity to decreases in velocity in the Ramp block. Results for the Human block show that the biological motion is not affected by this bias, but by the opposite one. The fact that in everyday life we do not use underarm throws aiming at a short throwing distance may have added ‘semantic’ information to the biological motion, causing short throws to be perceived as incorrect. Our results are important for they show that animations representing captured human throws need a higher level of physical correctness than animations representing a simple physical throw. Human block. We motion captured the full body movement of an actor who threw a standard tennis ball at a distance of 5m with an underarm throw (Fig 1 Left). We also captured the trajectory of the ball using four markers placed on it. The recorded body motion was then mapped onto a skeleton, where joint angles were computed and used to drive a virtual character whose morphology matched that of the actor. Ramp block. We built a ramp model which was designed to match the release velocity and the release position of the ball in the human throw (Fig 1 Right). The starting position and descending motion of the ball on the ramp were computed by physically simulating its free-fall on the surface under the effect of gravity (ignoring friction). References BARZEL , R., H UGHES , J. F., AND W OOD , D. N. 1996. Plausible motion simulation for computer graphics animation. In Proc. of Eurographics Workshop on Comp. Animation and Simulation. Thirty participants took part in this experiment, 15 in the Human block, and 15 in the Ramp block. The original release velocity of R EITSMA , P. S. A., A NDREWS , J., AND P OLLARD , N. S. 2008. Effect of character animacy and preparatory motion on perceptual magnitude of errors in ballistic motion. Comput. Graph. Forum 27, 2, 201–210. ∗ e-mail:[email protected] † e-mail:[email protected] ‡ e-mail:[email protected] § e-mail:[email protected] Copyright is held by the author / owner(s). SAP 2012, Los Angeles, CA, August 3 – 4, 2012. ISBN 978-1-4503-1431-2/12/0008 $15.00 122
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