Mapping the Physical World to Psychological Reality: Creating

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Mapping the Physical World to Psychological Reality:
Creating Synthetic Environments
Ronald W. Noel
Claudia M. Hunter
Minds & Machines Laboratory
Rensselaer Polytechnic Institute
Troy, NY 12180 USA
+1 518 276 4849
Minds & Machines Laboratory
Rensselaer Polytechnic Institute
Troy, NY 12180 USA
+1 518 276 4849
gilsoc@rpi.edu
noelr@rpi.edu
remotely. Synthetic environments include a broad range of human
activities, from e-commerce to data visualization.
ABSTRACT
The successful creation of telepresence and virtual environments
requires a change in design paradigm. We must move away from
attempts to recreate reality in its entirety toward the creation of
environments that are psychologically real for humans, because in
fact, “reality” mediated through display devices is largely
subjective. The experiments discussed in this paper show that a
single intrinsic physical property, such as the velocity or stability
of a vehicle, can give rise to a multitude of subjective
perceptions—for example, that the vehicle is moving faster than it
really is, or that it is more likely to tip over going into a turn.
These perceptions can easily be manipulated through knowledge
of the variables and relationships involved, such as the effect of
camera height. Designers can use this knowledge to create
systems that promote desirable behaviors and limit dangerous or
unproductive behaviors.
Many practitioners take a systems-based approach to the design of
synthetic environments. Their vision is to artificially produce the
environmental stimuli in enough detail that humans experience
total sensory immersion in the synthetic environment and,
ultimately, emotional immersion, or presence. The logical goal of
such an approach is to increase fidelity of representation until the
human user cannot distinguish between reality and the computermediated display. This idea has been fueled by many years of
watching the crew of Star Trek romp in their holodeck. While
such high-fidelity systems may have entertainment qualities,
would such systems really enable us to work naturally in synthetic
environments? Consider the following problem areas:
Excessive bandwidth. The human perceptual system is sensitive
to both extremely high resolution and broad ranges of stimuli, but
attends to only limited amounts of the available information at any
one time. We need to understand how to best match sensory
information to the informational needs of a task.
Keywords
Synthetic environments, telepresence, virtual reality, speed
perception, design paradigms, display semantics
Reality kills. Many environments (for example, distant planets or
extremely high speed) can kill. These environments cannot be
experienced directly. We need to understand how to best translate
environmental information into safe subjective experience.
1. INTRODUCTION
Telepresence and virtual reality have the potential to save
humankind enormous amounts of physical resources and stress—
in terms of time, travel, and pollution—while increasing our
feelings of connection to others. This can only happen, however,
when interaction by telepresence is just as desirable as face-toface communication. To make that interaction desirable, designers
will have to create human-computer interfaces that are much more
intuitive and natural than present interfaces.
Control lag. Control lag (especially beyond 50 msecs.) negatively
affects a human’s ability to control a system directly. For many
situations (e.g., a probe on a distant planet), humans will have to
instruct an agent to do a task, then monitor the results. We need to
understand how to best communicate between humans and
machines during remote tasks.
It also means we will have to expand our concept of telepresence,
which is usually associated with working in remote and dangerous
environments, and virtual reality, which is associated almost
exclusively with games and entertainment. It is far more useful to
conceive of synthetic environments, where humans and computers
combine efforts to extend human presence and perform work
Boring tasks. Many tasks are repetitive and routine. Why should
a human do these tasks remotely to maintain the illusion of
presence? We need to understand how machines and humans can
cooperatively share remote tasks.
Constrained reality. Humans have evolved to live in and
experience a certain environment. Yet, one might wish to
experience the ocean as a fish, rather than as a submarine
passenger. We need to understand how best to interpret remote
environments to form new subjective experiences for humans.
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Off-task stimuli. The environment is full of stimuli that have no
useful impact on the performance of a task. Why display irrelevant
material, particularly if it could distract from the task? We need to
understand how to best filter sensory information to achieve
maximal performance.
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Individual differences. Humans vary greatly in physical and
mental capabilities and in styles of interaction with their
environment. However, economy demands a universal approach
to the design of devices for synthetic environments. We need to
understand how to make synthetic environments both universal
and adaptive to the individual.
More importantly, we should aim to design a single interface that
makes it possible for a human to control many different kinds of
devices without requiring them to change their deeply embedded
behaviors and responses. We should not have to retrain, for
example, to drive a microscopic-sized vehicle when our driving
responses are attuned to automobiles.
Any design scheme will have to address these problem areas. But
we believe that total sensory immersion as a design requirement is
not desirable. What we want instead is a way to create experiences
that are psychologically, not virtually, real for humans. Our goal
is not reproduction of reality, but the production of a medium in
which machines communicate task-specific information in ways
that create an intended subjective experience. This kind of
experience would enable humans’ vast perceptual capabilities to
act in holistic, parallel, and intuitive manners.
In exploring how display semantics affects human speed
perception, our research shows a progression from measuring
perception to actually capturing decisions and behavior.
2.1.1 Effects of view height
Changing the scale between normal driving height and a remote
vehicle changes the geometric relationships in the field of view,
which may affect the driver’s perceived speed. For example, in
our research we use a small (1/10-scale) radio-controlled car we
call a “telebot,” connected to a computer workstation and
equipped with a small television camera. The reduced scale of the
telebot lowers the view height by lowering the camera. This
change in height impacts the vertical angles in the view, but not
the horizontal angles. For example, the rocks in the road
underneath the driver are closer and thus subtend greater visual
angles, while the trunks of trees at the side of the road subtend the
same viewing angles.
2. NEW METAPHORS FOR DESIGN
One possible new design metaphor for synthetic environments is
display semantics.
Display semantics is our term for how humans understand the
meaning of elements in any kind of display device that connects
them to a computer. As computing becomes more ubiquitous,
display devices will take many forms, from interactive multimedia
kiosks to devices that we wear on our bodies. The traditional
paradigm for human-computer display, however, is mired at the
stage of “informational” displays, like digital or analog gauges.
These displays require humans to calculate and interpret
information in order to perform a task, adding to the cognitive
load already imposed by interacting with the computer.
We can, alternatively, create displays that offer “environmental”
information—by recreating the stimuli that we attend to in the
natural world and leaving it to human expertise in recognizing and
predicting patterns and recognizing salient cues to extract
meaning instinctively.
We expect that synthetic environments will undergo a surge of
design activity in the next few years. Before this activity begins,
designers should know the constraints and psychological
principles that will produce realistic subjective experience.
Without direction, design decisions are likely to be made that will
be far more expensive than they have to, and what’s more, may
limit what we can accomplish with synthetic environments until
technology improvements can provide sufficient bandwidth.
Figure 1. Research “telebot”
The exact impact of camera view height on judging the telebot’s
speed depends on how humans perceive speed in the context of
viewing movement in a real-world environment through a display
device. Current theories of visual perception hold that humans use
two major sources of visual information in perceiving self-motion:
discontinuity (or edge) rate, and global optical flow rate [1], [3],
[8]. Discontinuity rate is the rate at which edges pass a fixed
reference point in the field of view. Global optical flow rate is the
velocity of forward motion scaled in altitude units, or eyeheights
[10]. These visual cues are direct perceptual cues that pertain
only to the optical array.
As a case in point, we should not count too much on our
intuitions about what makes a scene seem psychologically real.
Convincing research on synthetic environments requires us to
examine how humans really perceive such psychological variables
as speed of self-motion.
2.1 Display semantics effects on perception of
speed
At this university’s applied cognitive science program, one of our
concentrations in synthetic environments research is perception of
speed. Speed in this sense is a psychological measure of rate of
self-motion, rather than the physical measure of velocity, or
distance traveled over time. Perceived speed affects all our
responses in controlling remote devices, from the smallest
nanobot to the largest mining vehicle. It is a factor in judging
braking distance, rate of turning, and the time available for
making decisions. Realistically perceiving speed will also make
gaming more natural and thrilling.
Global optical flow rate explains perceived speed as a function of
optic flow in the visual field [4], [5], [6]. In estimating speed,
people would note how the angular speed of textural patterns
changes as a result of the lower view height of the telebot. The
most important optic flow for driving is the locomotor flow line,
or the flow of the textural field underneath the observer. Changes
in the angular speed of this flow line are proportional to changes
in view height. This means that to maintain similar optic flow, and
therefore perceived speed, we must reduce speed as we reduce
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use any numbers they thought appropriate, a method known as
modulus-free magnitude estimation [2].
view height. In fact, the proportional relationship is equal to the
scale of the change in view height. For example, if we lower the
view height by half, then the vehicle only needs to go half as fast
to create the same flow pattern, and thus the same perceived
speed, for the observer.
2.2.2 Results
Each of the fifteen participants responded three times to seven
different video clips for a total of 21 responses. Because
variability was an issue with the absence of a standard modulus,
we performed Engen’s [2] logarithmic transformations on the data
to minimize inter- and intra-subject variability.
However, because our conception of display semantics in
synthetic environments predicts that people will instinctively
attempt to extract the maximum information from an
environmental display, we might equally suppose that people use
all available cues to judge self-motion, including perceived
distance cues such as the known relationships between physical
size of known objects, angles, etc.
We first fitted a regression line to the data where the x-values or
velocities were unscaled for both telebot and car. The resulting
model was significant (F (1, 5) = 11.88, p = .02, adjusted R2 =
.64). However, it was not a particularly good fit. Based on these
results, we assumed that the unscaled data were not very useful for
predicting magnitude estimates of telebot speed.
Even the use of the discontinuity rate is based on perceived
distance cues. People would have to recognize the sources of the
edges that move through their field of view, such as cars, trees,
hills, or highway markings, and know their sizes, in order to judge
the distances between them.
We then multiplied the velocities for the telebot by the scale
factor of 2.625, corresponding to the 2.625:1 ratio between the
virtual eyeheights of the car and telebot. The adjustment served to
collapse the difference of the perceived locomotor flow line
between the two virtual eyeheights. This time, the regression
model was a much better fit; it was significant (F (1, 5) = 115.53,
p = .0001) and the corresponding adjusted R2 was .95. Figure 2
shows the logarithmic magnitude estimates for the realigned data
plotted against logarithmic velocity, and the regression line.
It should also be noted that eyeheight as a determinant in global
optical flow rate is not a useful concept in synthetic environments.
The eyeheight of the observer sitting in front of the display device
is fixed; instead, the height of the sensor at the time of recording
the synthetic environment varies. It is worth examining whether
“virtual” eyeheight serves the same function in determining global
optical flow rate.
We might ask, then, which kinds of cues predominate in synthetic
environments. This knowledge would enable designers to predict
people’s perceived speed relatively accurately. More importantly,
we can predict whether perceived speed scales at the same rate as
the virtual eyeheight.
Speed Estimates for Realigned Data
Plotted in Log-Log Scales
Mean Magnitude Estimate
100
Discontinuity rate does not depend on altitude or view height, but
does depend on actual velocity and textural density [3]. If people
use discontinuity rate as a primary cue, we can predict that they
would not perceive a difference in speed as a result of changing
virtual eyeheight. However, view height does affect global optical
flow rate. Thus the use of global optical flow rate as a primary cue
predicts that the velocity needed to produce a perceived speed
should scale to the virtual eyeheight. Particularly, any reduction in
virtual eyeheight should match a similar reduction in velocity to
maintain a constant perceived speed.
10
Telebot
Car
Predicted
1
2.2 An Experiment in Perception
1
One of the goals of our first project was to explore which kind of
cues, global optical flow rate or discontinuity rate, better predict
people’s perception of speed. We wanted to confirm that
perceived speed scales at the same rate as virtual eyeheight. We
asked people to estimate the speed they experience while
watching video clips of forward motion taken from two different
virtual eyeheights.
10
Velocity (MPH)
100
Figure 2. Speed estimates for scaled data
Through further data analysis (fitting to Stevens’ [9] power
function for describing relationships between objective and
subjective quantities), we found that the following equation
described the relationship between perceived speed and velocity
very well:
2.2.1 Procedure
Perceived speed = 1.13 (velocity × scale factor) .86
Seven video clips of forward motion, three from the telebot and
four from a Volkswagen Fox, were presented to fifteen graduate
and undergraduate students from the university. The telebot’s
camera was mounted about 16 inches (in.) from road level, while
the virtual eyeheight from the Volkswagen was approximately 42
in. from road level. The telebot velocities were approximately 3,
6, and 9 miles per hour (mph). The Volkswagen velocities were
10, 20, 40, and 60 mph.
where perceived speed is the subjective quantity, 1.13 is a
constant, velocity is the objective measure, scale factor is 2.625
for telebot velocities and 1.0 for car velocities, and .86 is the slope
of the line obtained when magnitude estimates of perceived speed
and velocities are plotted together. In this case, the constant is
very close to 1, which verifies the assumption that people’s
estimates for perceived speed at zero mph actually are zero.
Participants were instructed to assign any number they chose (not
necessarily a speed in mph) to the first video clip, then make all
subsequent comparisons based on that first number. They could
In this experiment, perceived speed is related to velocity by an
exponent of .86. This equation is 95% accurate in predicting
people’s perception of speed for the data we collected. This is a
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useful fact that designers can employ to align the apparent
velocity of the display to the velocity of a remote vehicle by the
scale factor of their virtual eyeheights, at least for this
configuration of automobile and telebot scales.
Thirty undergraduate students from the university participated in
the experiment. Six video clips of forward motion from the train,
taken at the same speed setting, were presented to the participants
in random order. The participants were asked to rate how likely
the vehicle was to tip over on a scale from 1 to 6, where 1 = not at
all likely to tip over and 6 = certain to tip over.
2.3 An Experiment in Decisions and Behavior
Does this knowledge help designers predict how people actually
behave while driving? Based on the previous experiment, we
would have said yes. However, we continued to research how the
ratio of virtual to actual eyeheight works when applied to a
situation that stresses people’s perception of speed.
2.3.2 Results
Each participant responded once to each clip, for a total of 30
responses. We found we were able to collapse the data for rightand left-handed movement, as these results were not significantly
different (χ2 = 5.375, df = 5, p = 0.3720).
We designed a simulation where people could not drive a remote
vehicle safely unless their perception was correctly mapped to an
appropriate speed. We wanted to know if peoples’ perception of
the stability of a vehicle going into a turn would also scale with
virtual eyeheight. Based on driving experience, we intuitively felt
that the higher the virtual eyeheight, the more likely people would
feel that the vehicle would tip over in a turn. But from our
previous results, we could infer that the perception of higher
speed at lower virtual eyeheight would work against that feeling.
The train was actually traveling a speed of 3.1 miles per hour, but
taking into account the virtual eyeheight of the camera, the train
appeared to be traveling much faster. According to the equation
from the previous experiment, at 1” the perceived speed of the
train should have been 120 mph; at 1.25” it should have been 99
mph, and at 1.5” it should have been 83 mph.
Figure 5 shows the frequency of the participants’ ratings of how
likely the train was to tip over at each of the three virtual
eyeheights. The difference in ratings was highly significant (χ2 =
50.222, df = 5, p < 0.0000).
2.3.1 Procedure
This experiment used another kind of simulation device: an LGBscale toy train set. The train provides a constant, well-regulated
speed along a defined path. A tiny television camera was mounted
at the front of the train, focused on a first-surface mirror held at
about a 15° angle to the floor surface. This apparatus was used to
provide three different virtual eyeheights of approximately 1”,
1.25”, and 1.5”.
Likelihood that Vehicle Will Tip Over
30
1"
1.25"
Number of Participants
25
1.5"
20
15
10
5
Figure 3. Train equipped with television camera
0
The train moved along an oval track. We filmed the train traveling
around the track both left and right.
1
2
3
4
Likelihood Rating
5
6
Figure 5. Ratings of likelihood of tipping
Participants thought the train was much more likely to tip over at
the lowest virtual eyeheight (1”) than at the highest virtual
eyeheight (1.5”). This means that they think the train is less stable
at lower height, which contradicts our intuition that vehicles
should feel less stable the higher they are.
But it is at lower height that people think vehicles are moving
faster. This experiment bears out our previous findings, yet
modifies them in an important way. Apparently, the display
semantics of synthetic environments make directly perceived
speed the more important visual cue in behavioral situations, over
the indirect perception of vehicle stability as a function of height.
Interestingly, at least a few of the participants thought the train
was likely to tip over at each of the virtual eyeheights. In this
experiment, we did not find an eyeheight that all participants
Figure 4. View from train at 1”, 1.25”, and 1.5”
206
judged to be safe. Apparently perceived speeds of 83 to 120 mph
are simply too fast to permit safe turns.
4. ACKNOWLEDGEMENTS
We gratefully acknowledge the contributions of the following
students, who carried out significant portions of the studies
described: Brian M. Casey, Gregory M. Phoenix, Eric Stein,
Gabrielle Mahar, Jennifer Janezic, and Corey Caughey.
3. LESSONS FOR DESIGNERS
The results of these two experiments illustrate three important
points that designers can use:
Vastly different physical realities can give rise to similar
psychological realities or experiences. In the first experiment, the
participants made judgments of their experience of speed for
video captured from both a normal-sized car and a small, remotecontrolled toy car. When we examine the graph of results from
this experiment, we can see that participants found some of their
speed experiences to be similar in both vehicles. That is, their
judgments overlapped, although the physical realities were quite
different and did not overlap at all.
5. REFERENCES
Similar physical realities can give rise to vastly different
subjective realities. In the second experiment, all the video clips
were captured from one device, a toy train, traveling at the same
velocity in all instances. The graph for the second experiment
shows that the participants judged their risk of tipping over to be
quite different. By simply manipulating camera height, we can
convert participants’ judgments from “quite likely to tip” to “not
at all likely to tip.”
[3] Larish, J. F. and J. M. Flach, “Sources of Optical Information
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View, or telecentric perspective, is a powerful variable that
designers can use to create the subjective reality or impression
of choice. The design impact of modeling and understanding the
relationship of the physical to the psychological is that the
designer can choose which subjective reality to instill in the
observer—for example, that the vehicle is top-heavy—and
accomplish that feat. In other words, one can design subjective
experiences separately from the constraints of physical reality.
The notion of designing subjective experience is at the heart of
synthetic environments. The correct criterion to use in designing a
synthetic experience is whether it gives rise to the correct or
intended semantic interpretation, not some arbitrary mapping
between reality and the display.
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Changing the design criterion from replication of physical reality
to a designed reality gives us new tools with which to attack the
problem areas that still plague the development of synthetic
environments. It is easy to think of ways that one might use these
tools to make a system that is more tuned to an individual’s needs.
We might also consider how an experience could be made to seem
less boring (perhaps, by increasing perceived speed), or how to
make operators perform more safely by increasing their perceived
risk. Even the need for video bandwidth and input control
quickness should be related to perceived speed. An operator may
be more tolerant of poor video quality, dropouts, and control lags
if perceived speed is slower.
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