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LECTURE 3: HUMAN
PERCEPTION
COMP 4010 - Virtual Reality
Semester 5 – 2016
August 9th 2016
Mark Billinghurst, Bruce Thomas
University of South Australia
Motivation
•  Understand: In order to create a strong sense of Presence
we need to understand the Human Perception system
•  Stimulate: We need to be able to use technology to provide
real world sensory inputs, and create the VR illusion
VR Hardware Human Senses
Simple Sensing/Perception Model
Simple Sensing/Perception Model
Virtual Reality
Using VR to stimulate the senses
Direct Stimulation
Real-World Stimulus Paths
Real-World
Signal Environment Sensory
Subsystem
Nerves Brain
Real-World
Signal Environment Capture
Device
Post-
Processing
Captured
Signal
Captured/Mediated Stimulation
Can use captured signal to stimulate human sensors
E.g. Listening to recorded music
Senses
•  How an organism obtains information for perception:
•  Sensation part of Somatic Division of Peripheral Nervous System
•  Integration and perception requires the Central Nervous System
•  Five major senses:
•  Sight (Opthalamoception)
•  Hearing (Audioception)
•  Taste (Gustaoception)
•  Smell (Olfacaoception)
•  Touch (Tactioception)
Relative Importance of Each Sense
•  Percentage of neurons in
brain devoted to each sense
•  Sight – 30%
•  Touch – 8%
•  Hearing – 2%
•  Smell - < 1%
•  Over 60% of brain involved
with vision in some way
Other Lessor Known Senses..
•  Proprioception = sense of body position
•  what is your body doing right now
•  Equilibrium = balance
•  Acceleration
•  Nociception = sense of pain
•  Temperature
•  Satiety
•  Thirst
•  Micturition
•  Amount of CO2 and Na in blood
Sensory Input Measured by Receptors
VR System Overview
•  Simulate output
•  E.g. simulate real scene
•  Map output to devices
•  Graphics to HMD
•  Use devices to
stimulate the senses
•  HMD stimulates eyes
Visual
Simulation
3D Graphics HMD Vision
System
Brain
Example: Visual Simulation
Human-Machine Interface
Sight
The Human Visual System
•  Purpose is to convert visual input to signals in the brain
Parts of Brain Associated with Vision
The Human Eye
•  Light passes through cornea and lens onto retina
•  Photoreceptors in retina convert light into electrochemical signals
The Anatomy of the Eye
•  https://www.youtube.com/watch?v=gvozcv8pS3c
Photoreceptors – Rods and Cones
•  Retina photoreceptors come in two types, Rods and Cones
Rods vs. Cones
• RODS
•  125 million cells in retina
•  Concentrated on
periphery of retina
•  No color detection
•  Most sensitive to light
•  Scotopic (night) vision
•  Provide peripheral vision,
motion detection
• CONES
•  4.5-6 million in retina
•  Responsible for color
vision
•  Sensitive to red, blue,
green light
•  Work best in more
intense light
Distribution of Rods and Cones
•  Highest density of cones around fovea
•  Blind spot at Optic Nerve exit point
Dynamic Range of Eye
•  Rods respond to low Luminance light, Cones to high
Comparing to Displays
•  Human vision has far higher dynamic range than any
available display technology
•  40 f-stops, cf 17 f-stops for HDR display
Colour Perception
•  Humans only perceive small part of electromagnetic spectrum
Sensitivity of Rods and Cones
Perceptible Colour Space
Field of View
See https://vrwiki.wikispaces.com/Field+of+view
•  Human frontal FOV
•  100-110
o
horizontal per eye
•  Up to 200o
-220o
horizontal
•  Both eyes
•  110
o
-120
o
stereo overlap
•  Foveal Field
•  60
o
horiz/vertically
•  Both eyes can see in focus
Field of View of Right Eye
Human Visual Field Both Eyes
Horizontal and Vertical FOV
•  Humans can see ~135o
vertical (60o
above, 75o
below)
•  See up to 300
o
horizontal FOV with head motion
Types of Visible Perception Possible
•  As move further from fovea, vision becomes more limited
•  Colour vision only possible in central visual field
Oculumotor Processes
Muscles move eye and cause the lens to change shape to focus
Vergence + Accommodation
•  Vergence = eye rotation
•  Accommodation = eye focusing
Vergence/Accommodation Demo
•  https://www.youtube.com/watch?v=p_xLO7yxgOk
Accommodation and Retinal Blur
Accommodation and Retinal Blur
Accommodation and Retinal Blur
Accommodation and Retinal Blur
Accommodation and Retinal Blur
Accommodation and Retinal Blur
Vergence-Accommodation Conflict
•  Looking at real objects, vergence and focal distance match
•  In Virtual Reality, vergence and accommodation can miss-match
•  Focusing on HMD screen, but accommodating for virtual object behind screen
Example
Flicker Fusion
•  https://www.youtube.com/watch?v=fGGXEhOh-ls
Flicker Fusion Rate
•  Rate at which flicking image appears steady
•  Depends on brightness, location (periphery vs. fovea)
Visual Acuity
Visual Acuity Test Targets
•  Ability to resolve details
•  Several types of visual acuity
•  detection, separation, etc
•  Normal eyesight can see a 50 cent coin at 80m
•  Corresponds to 1 arc min (1/60th of a degree)
•  Max acuity = 0.4 arc min
Different Types of Visual Acuity
•  Several different types of visual acuity
Resolution of the Eye
•  Decreases away from the fovea
•  Maximum resolution of 1 arcmin – spot of 6x10
-6
m size on retina
Properties of the Human Visual System
•  visual acuity: 20/20 is ~1 arc min
•  field of view: ~200° monocular, ~120° binocular, ~135° vertical
•  resolution of eye: ~576 megapixels
•  temporal resolution: ~60 Hz (depends on contrast, luminance)
•  dynamic range: instantaneous 6.5 f-stops, adapt to 46.5 f-stops
•  colour: everything in CIE xy diagram
•  depth cues in 3D displays: vergence, focus, (dis)comfort
•  accommodation range: ~8cm to ∞, degrades with age
The Perfect Retina Display
•  A HMD capable of creating images indistinguishable from
reality would need to match the properties of the eye:
•  FOV: 200-220° x 135° needed (both eyes)
•  120° stereo overlap
•  Acuity: ~0.4 arc min (1 pixel/0.4 arc min)
•  Pixel Resolution: ~30,000 x 20,000 pixels
•  200*60°/0.4 = 30,000, 135*60°/0.4 = 20,250
•  Pixels/inch: > 2190 PPI @ 100mm (depends on distance to screen)
•  Update rate: 60 Hz
•  The biggest challenge: bandwidth
•  compress and transmit huge amount of data
•  drive and operate display pixels
Comparison between Eyes and HMD
Human Eyes HTC Vive
FOV 200° x 135° 110° x 110°
Stereo Overlap 120° 110°
Resolution 30,000 x 20,000 2,160 x 1,200
Pixels/inch >2190 (100mm to screen) 456
Update 60 Hz 90 Hz
See http://doc-ok.org/?p=1414
http://www.clarkvision.com/articles/eye-resolution.html
http://wolfcrow.com/blog/notes-by-dr-optoglass-the-resolution-of-the-human-eye/
Depth Perception
•  The visual system uses a range of different Stereoscopic
and Monocular cues for depth perception
Stereoscopic Monocular
eye convergence angle
disparity between left
and right images
diplopia
eye accommodation
perspective
atmospheric artifacts (fog)
relative sizes
image blur
occlusion
motion parallax
shadows
texture
Parallax can be more important for depth perception!
Stereoscopy is important for size and distance evaluation
Stereo Perception/Stereopsis
•  Eyes separated by IPD
•  Inter pupillary distance
•  5 – 7.5cm (average. 6.5cm)
•  Each eye sees diff. image
•  Separated by image parallax
•  Images fused to create 3D
stereo view
Stereo Pairs
•  3D image formed by two separate views
•  Cross eyes to view
More Depth Cues
Motion Parallax Example
•  https://www.youtube.com/watch?v=uBDcCtwKYMQ
Other Depth Cues
• Focus effects – blurring of objects
• Haze – hazier objects more distant
• Colour – bluish objects more distant
• Motion Dynamics – objects in relative motion
• Perspective – change in relative size
• Texture – becomes smaller further away
• Prior knowledge – known size of obejcts
• Occlusion
• Shadows
• Etc
Prior Knowledge
•  Which cube is furthest away?
•  Objects on horizon usually far away
Perspective Cues
•  asdas
More Examples
Occlusion
Texture GradientShadows
Depth Perception Distances
•  asdf
Fooling Depth Perception
•  https://www.youtube.com/watch?v=p-eZcHPp7Go
Hearing
Understanding Sound Waves
•  https://www.youtube.com/watch?v=XLfQpv2ZRPU
Frequency and Amplitude
• Frequency determines the pitch of the sound
• Amplitude relates to intensity of the sound
•  Loudness is a subjective measure of intensity
High frequency =
short period
Low frequency =
long period
Distance to Listener
•  Relationship between sound intensity and distance to the
listener
Inverse-square law
•  The intensity varies inversely with the square of the distance from the
source. So if the distance from the source is doubled (increased by a
factor of 2), then the intensity is quartered (decreased by a factor of 4).
Anatomy of the Ear
How the Ear Works
•  https://www.youtube.com/watch?v=pCCcFDoyBxM
Main Parts
•  External Ear
•  Collect sound waves with pinna
•  Drive sound into auditory canal and tympanic membrane
•  Middle Ear
•  Mechanical connection to inner ear
•  Auditory vibrations communication to inner ear membrane
•  Acts as mechanical amplifier (22x force on tympanic membrane)
•  Internal Ear
•  Fluid filled canals
•  Middle ear vibration causes fluid to move
•  Moving fluid moves hairs in canals generating nerve impulses
Auditory Thresholds
•  Humans hear frequencies from 20 – 22,000 Hz
•  Most everyday sounds from 80 – 90 dB
Sound Localization
• Humans have two ears
•  localize sound in space
• Sound can be localized
using 3 coordinates
•  Azimuth, elevation,
distance
Sound Localization
• Azimuth Cues
•  Difference in time of sound reaching two ears
•  Interaural time difference (ITD)
•  Difference in sound intensity reaching two ears
•  Interaural level difference (ILD)
• Elevation Cues
•  Monaural cues derived from the pinna (ear shape)
•  Head related transfer function (HRTF)
• Range Cues
•  Difference in sound relative to range from observer
•  Head movements (otherwise ITD and ILD are same)
Sound Localization
•  https://www.youtube.com/watch?v=FIU1bNSlbxk
Sound Localization (Azimuth Cues)
Interaural Time Difference
Measured ITD
•  Maximum interaural time difference = 0.7 ms
•  Sound directly from one side
Interaural Level Difference
•  Difference in sound pressure reaching the two ears
•  Best for high frequency sounds which are attenuated by the head
6000 Hz
200 Hz
Cone of Confusion
HRTF (Elevation Cue)
•  Pinna and head shape affect frequency intensities
•  Sound intensities measured with microphones in ear and
compared to intensities at sound source
•  Difference is HRTF, gives clue as to sound source location
Accuracy of Sound Localization
•  People can locate sound
•  Most accurately in front of them
•  2-3° error in front of head
•  Least accurately to sides and behind head
•  Up to 20° error to side of head
•  Largest errors occur above/below elevations and behind head
•  Front/back confusion is an issue
•  Up to 10% of sounds presented in the front are perceived coming
from behind and vice versa (more in headphones)
BUTEAN, A., Bălan, O., NEGOI, I., Moldoveanu, F., & Moldoveanu, A. (2015). COMPARATIVE RESEARCH
ON SOUND LOCALIZATION ACCURACY IN THE FREE-FIELD AND VIRTUAL AUDITORY DISPLAYS.
InConference proceedings of» eLearning and Software for Education «(eLSE)(No. 01, pp. 540-548).
Universitatea Nationala de Aparare Carol I.
Touch
Touch
• Mechanical/Temp/Pain stimuli transduced into Action
Potentials (AP)
• Transducing structures are specialized nerves:
•  Mechanoreceptors: Detect pressure, vibrations & texture
•  Thermoreceptors: Detect hot/cold
•  Nocireceptors: Detect pain
•  Proprioreceptors: Detect spatial awareness
• This triggers an AP which then travels to various
locations in the brain via the somatosensory nerves
Haptic Sensation
•  Somatosensory System
•  complex system of nerve cells that responds to changes to
the surface or internal state of the body
•  Skin is the largest organ
•  1.3-1.7 square m in adults
•  Tactile: Surface properties
•  Receptors not evenly spread
•  Most densely populated area is the tongue
•  Kinesthetic: Muscles, Tendons, etc.
•  Also known as proprioception
Somatosensory System
•  Map of somatosensory
areas of the brain,
showing more area for
regions with more
receptors
Anatomy of the Skin
Cutaneous System
•  Skin – heaviest organ in the body
•  Epidermis outer layer, dead skin cells
•  Dermis inner layer, with four kinds of mechanoreceptors
Mechanoreceptors
•  Cells that respond to pressure, stretching, and vibration
•  Slow Acting (SA), Rapidly Acting (RA)
•  Type I at surface – light discriminate touch
•  Type II deep in dermis – heavy and continuous touch
Receptor
Type
Rate of
Acting
Stimulus
Frequency
Receptive Field Detection Function
Merkel
Discs
SA-I 0 – 10 Hz Small, well
defined
Edges, intensity
Ruffini
corpuscles
SA-II 0 – 10 Hz Large, indistinct Static force,
skin stretch
Meissner
corpuscles
RA-I 20 – 50 Hz Small, well
defined
Velocity, edges
Pacinian
corpuscles
RA-II 100 – 300 Hz Large, indistinct Acceleration,
vibration
Spatial Resolution
•  Sensitivity varies greatly
•  Two-point discrimination
Body
Site
Threshold
Distance
Finger 2-3mm
Cheek 6mm
Nose 7mm
Palm 10mm
Forehead 15mm
Foot 20mm
Belly 30mm
Forearm 35mm
Upper Arm 39mm
Back 39mm
Shoulder 41mm
Thigh 42mm
Calf 45mm
http://faculty.washington.edu/chudler/chsense.html
Tactile Acuity
•  High density of Merkel
receptor/SA1 fibers in the
fingertips
•  Merkel receptors are
densely packed on the
fingertips - similar to cones
in the fovea
•  Both two-point thresholds
and grating acuity studies
show these results
Proprioception/Kinaesthesia
•  Proprioception (joint position sense)
•  Awareness of movement and positions of body parts
•  Due to nerve endings and Pacinian and Ruffini corpuscles at joints
•  Enables us to touch nose with eyes closed
•  Joints closer to body more accurately sensed
•  Users know hand position accurate to 8cm without looking at them
•  Kinaesthesia (joint movement sense)
•  Sensing muscle contraction or stretching
•  Cutaneous mechanoreceptors measuring skin stretching
•  Helps with force sensation
Smell
Olfactory System
•  Human olfactory system. 1: Olfactory bulb 2: Mitral cells 3: Bone 4: Nasal
epithelium 5: Glomerulus 6: Olfactory receptor neurons
How the Nose Works
•  https://www.youtube.com/watch?v=zaHR2MAxywg
Smell
•  Smells are sensed by olfactory sensory neurons in the
olfactory epithelium
•  10 cm
2
with hundreds of different types of olfactory receptors
•  Human’s can detect at least 10,000 different odors
•  Some researchers say trillions of odors
•  Sense of smell closely related to taste
•  Both use chemo-receptors
•  Olfaction + taste contribute to flavour
•  The olfactory system is the only sense that bypasses the
thalamus and connects directly to the forebrain
Taste
Sense of Taste
•  https://www.youtube.com/watch?v=FSHGucgnvLU
Basics of Taste
• Sensation produced when a substance in the mouth
reacts chemically with taste receptor cells
• Taste receptors mostly on taste buds on the tongue
•  2,000 – 5,000 taste buds on tongues/100+ receptors each
• Five basic tastes:
•  sweetness, sourness, saltiness, bitterness, and umami
• Flavour influenced by other senses
•  smell, texture, temperature, “coolness”, “hotness”
Taste Trivia
mark.billinghurst@unisa.edu.au
bruce.thomas@unisa.edu.au

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COMP 4010 Lecture3: Human Perception

  • 1. LECTURE 3: HUMAN PERCEPTION COMP 4010 - Virtual Reality Semester 5 – 2016 August 9th 2016 Mark Billinghurst, Bruce Thomas University of South Australia
  • 2. Motivation •  Understand: In order to create a strong sense of Presence we need to understand the Human Perception system •  Stimulate: We need to be able to use technology to provide real world sensory inputs, and create the VR illusion VR Hardware Human Senses
  • 4. Simple Sensing/Perception Model Virtual Reality Using VR to stimulate the senses
  • 5. Direct Stimulation Real-World Stimulus Paths Real-World Signal Environment Sensory Subsystem Nerves Brain Real-World Signal Environment Capture Device Post- Processing Captured Signal Captured/Mediated Stimulation Can use captured signal to stimulate human sensors E.g. Listening to recorded music
  • 6. Senses •  How an organism obtains information for perception: •  Sensation part of Somatic Division of Peripheral Nervous System •  Integration and perception requires the Central Nervous System •  Five major senses: •  Sight (Opthalamoception) •  Hearing (Audioception) •  Taste (Gustaoception) •  Smell (Olfacaoception) •  Touch (Tactioception)
  • 7. Relative Importance of Each Sense •  Percentage of neurons in brain devoted to each sense •  Sight – 30% •  Touch – 8% •  Hearing – 2% •  Smell - < 1% •  Over 60% of brain involved with vision in some way
  • 8. Other Lessor Known Senses.. •  Proprioception = sense of body position •  what is your body doing right now •  Equilibrium = balance •  Acceleration •  Nociception = sense of pain •  Temperature •  Satiety •  Thirst •  Micturition •  Amount of CO2 and Na in blood
  • 9. Sensory Input Measured by Receptors
  • 10. VR System Overview •  Simulate output •  E.g. simulate real scene •  Map output to devices •  Graphics to HMD •  Use devices to stimulate the senses •  HMD stimulates eyes Visual Simulation 3D Graphics HMD Vision System Brain Example: Visual Simulation Human-Machine Interface
  • 11. Sight
  • 12. The Human Visual System •  Purpose is to convert visual input to signals in the brain
  • 13. Parts of Brain Associated with Vision
  • 14. The Human Eye •  Light passes through cornea and lens onto retina •  Photoreceptors in retina convert light into electrochemical signals
  • 15. The Anatomy of the Eye •  https://www.youtube.com/watch?v=gvozcv8pS3c
  • 16. Photoreceptors – Rods and Cones •  Retina photoreceptors come in two types, Rods and Cones
  • 17. Rods vs. Cones • RODS •  125 million cells in retina •  Concentrated on periphery of retina •  No color detection •  Most sensitive to light •  Scotopic (night) vision •  Provide peripheral vision, motion detection • CONES •  4.5-6 million in retina •  Responsible for color vision •  Sensitive to red, blue, green light •  Work best in more intense light
  • 18. Distribution of Rods and Cones •  Highest density of cones around fovea •  Blind spot at Optic Nerve exit point
  • 19. Dynamic Range of Eye •  Rods respond to low Luminance light, Cones to high
  • 20. Comparing to Displays •  Human vision has far higher dynamic range than any available display technology •  40 f-stops, cf 17 f-stops for HDR display
  • 21. Colour Perception •  Humans only perceive small part of electromagnetic spectrum
  • 22. Sensitivity of Rods and Cones
  • 24. Field of View See https://vrwiki.wikispaces.com/Field+of+view •  Human frontal FOV •  100-110 o horizontal per eye •  Up to 200o -220o horizontal •  Both eyes •  110 o -120 o stereo overlap •  Foveal Field •  60 o horiz/vertically •  Both eyes can see in focus Field of View of Right Eye
  • 25. Human Visual Field Both Eyes
  • 26. Horizontal and Vertical FOV •  Humans can see ~135o vertical (60o above, 75o below) •  See up to 300 o horizontal FOV with head motion
  • 27. Types of Visible Perception Possible •  As move further from fovea, vision becomes more limited •  Colour vision only possible in central visual field
  • 28. Oculumotor Processes Muscles move eye and cause the lens to change shape to focus
  • 29. Vergence + Accommodation •  Vergence = eye rotation •  Accommodation = eye focusing
  • 37. Vergence-Accommodation Conflict •  Looking at real objects, vergence and focal distance match •  In Virtual Reality, vergence and accommodation can miss-match •  Focusing on HMD screen, but accommodating for virtual object behind screen
  • 39.
  • 41. Flicker Fusion Rate •  Rate at which flicking image appears steady •  Depends on brightness, location (periphery vs. fovea)
  • 42. Visual Acuity Visual Acuity Test Targets •  Ability to resolve details •  Several types of visual acuity •  detection, separation, etc •  Normal eyesight can see a 50 cent coin at 80m •  Corresponds to 1 arc min (1/60th of a degree) •  Max acuity = 0.4 arc min
  • 43. Different Types of Visual Acuity •  Several different types of visual acuity
  • 44. Resolution of the Eye •  Decreases away from the fovea •  Maximum resolution of 1 arcmin – spot of 6x10 -6 m size on retina
  • 45. Properties of the Human Visual System •  visual acuity: 20/20 is ~1 arc min •  field of view: ~200° monocular, ~120° binocular, ~135° vertical •  resolution of eye: ~576 megapixels •  temporal resolution: ~60 Hz (depends on contrast, luminance) •  dynamic range: instantaneous 6.5 f-stops, adapt to 46.5 f-stops •  colour: everything in CIE xy diagram •  depth cues in 3D displays: vergence, focus, (dis)comfort •  accommodation range: ~8cm to ∞, degrades with age
  • 46. The Perfect Retina Display •  A HMD capable of creating images indistinguishable from reality would need to match the properties of the eye: •  FOV: 200-220° x 135° needed (both eyes) •  120° stereo overlap •  Acuity: ~0.4 arc min (1 pixel/0.4 arc min) •  Pixel Resolution: ~30,000 x 20,000 pixels •  200*60°/0.4 = 30,000, 135*60°/0.4 = 20,250 •  Pixels/inch: > 2190 PPI @ 100mm (depends on distance to screen) •  Update rate: 60 Hz •  The biggest challenge: bandwidth •  compress and transmit huge amount of data •  drive and operate display pixels
  • 47. Comparison between Eyes and HMD Human Eyes HTC Vive FOV 200° x 135° 110° x 110° Stereo Overlap 120° 110° Resolution 30,000 x 20,000 2,160 x 1,200 Pixels/inch >2190 (100mm to screen) 456 Update 60 Hz 90 Hz See http://doc-ok.org/?p=1414 http://www.clarkvision.com/articles/eye-resolution.html http://wolfcrow.com/blog/notes-by-dr-optoglass-the-resolution-of-the-human-eye/
  • 48. Depth Perception •  The visual system uses a range of different Stereoscopic and Monocular cues for depth perception Stereoscopic Monocular eye convergence angle disparity between left and right images diplopia eye accommodation perspective atmospheric artifacts (fog) relative sizes image blur occlusion motion parallax shadows texture Parallax can be more important for depth perception! Stereoscopy is important for size and distance evaluation
  • 49. Stereo Perception/Stereopsis •  Eyes separated by IPD •  Inter pupillary distance •  5 – 7.5cm (average. 6.5cm) •  Each eye sees diff. image •  Separated by image parallax •  Images fused to create 3D stereo view
  • 50.
  • 51. Stereo Pairs •  3D image formed by two separate views •  Cross eyes to view
  • 53. Motion Parallax Example •  https://www.youtube.com/watch?v=uBDcCtwKYMQ
  • 54. Other Depth Cues • Focus effects – blurring of objects • Haze – hazier objects more distant • Colour – bluish objects more distant • Motion Dynamics – objects in relative motion • Perspective – change in relative size • Texture – becomes smaller further away • Prior knowledge – known size of obejcts • Occlusion • Shadows • Etc
  • 55. Prior Knowledge •  Which cube is furthest away? •  Objects on horizon usually far away
  • 59. Fooling Depth Perception •  https://www.youtube.com/watch?v=p-eZcHPp7Go
  • 61. Understanding Sound Waves •  https://www.youtube.com/watch?v=XLfQpv2ZRPU
  • 62. Frequency and Amplitude • Frequency determines the pitch of the sound • Amplitude relates to intensity of the sound •  Loudness is a subjective measure of intensity High frequency = short period Low frequency = long period
  • 63. Distance to Listener •  Relationship between sound intensity and distance to the listener Inverse-square law •  The intensity varies inversely with the square of the distance from the source. So if the distance from the source is doubled (increased by a factor of 2), then the intensity is quartered (decreased by a factor of 4).
  • 65. How the Ear Works •  https://www.youtube.com/watch?v=pCCcFDoyBxM
  • 66. Main Parts •  External Ear •  Collect sound waves with pinna •  Drive sound into auditory canal and tympanic membrane •  Middle Ear •  Mechanical connection to inner ear •  Auditory vibrations communication to inner ear membrane •  Acts as mechanical amplifier (22x force on tympanic membrane) •  Internal Ear •  Fluid filled canals •  Middle ear vibration causes fluid to move •  Moving fluid moves hairs in canals generating nerve impulses
  • 67. Auditory Thresholds •  Humans hear frequencies from 20 – 22,000 Hz •  Most everyday sounds from 80 – 90 dB
  • 68. Sound Localization • Humans have two ears •  localize sound in space • Sound can be localized using 3 coordinates •  Azimuth, elevation, distance
  • 69. Sound Localization • Azimuth Cues •  Difference in time of sound reaching two ears •  Interaural time difference (ITD) •  Difference in sound intensity reaching two ears •  Interaural level difference (ILD) • Elevation Cues •  Monaural cues derived from the pinna (ear shape) •  Head related transfer function (HRTF) • Range Cues •  Difference in sound relative to range from observer •  Head movements (otherwise ITD and ILD are same)
  • 71. Sound Localization (Azimuth Cues) Interaural Time Difference
  • 72. Measured ITD •  Maximum interaural time difference = 0.7 ms •  Sound directly from one side
  • 73. Interaural Level Difference •  Difference in sound pressure reaching the two ears •  Best for high frequency sounds which are attenuated by the head 6000 Hz 200 Hz
  • 75. HRTF (Elevation Cue) •  Pinna and head shape affect frequency intensities •  Sound intensities measured with microphones in ear and compared to intensities at sound source •  Difference is HRTF, gives clue as to sound source location
  • 76. Accuracy of Sound Localization •  People can locate sound •  Most accurately in front of them •  2-3° error in front of head •  Least accurately to sides and behind head •  Up to 20° error to side of head •  Largest errors occur above/below elevations and behind head •  Front/back confusion is an issue •  Up to 10% of sounds presented in the front are perceived coming from behind and vice versa (more in headphones) BUTEAN, A., Bălan, O., NEGOI, I., Moldoveanu, F., & Moldoveanu, A. (2015). COMPARATIVE RESEARCH ON SOUND LOCALIZATION ACCURACY IN THE FREE-FIELD AND VIRTUAL AUDITORY DISPLAYS. InConference proceedings of» eLearning and Software for Education «(eLSE)(No. 01, pp. 540-548). Universitatea Nationala de Aparare Carol I.
  • 77. Touch
  • 78. Touch • Mechanical/Temp/Pain stimuli transduced into Action Potentials (AP) • Transducing structures are specialized nerves: •  Mechanoreceptors: Detect pressure, vibrations & texture •  Thermoreceptors: Detect hot/cold •  Nocireceptors: Detect pain •  Proprioreceptors: Detect spatial awareness • This triggers an AP which then travels to various locations in the brain via the somatosensory nerves
  • 79. Haptic Sensation •  Somatosensory System •  complex system of nerve cells that responds to changes to the surface or internal state of the body •  Skin is the largest organ •  1.3-1.7 square m in adults •  Tactile: Surface properties •  Receptors not evenly spread •  Most densely populated area is the tongue •  Kinesthetic: Muscles, Tendons, etc. •  Also known as proprioception
  • 80. Somatosensory System •  Map of somatosensory areas of the brain, showing more area for regions with more receptors
  • 82. Cutaneous System •  Skin – heaviest organ in the body •  Epidermis outer layer, dead skin cells •  Dermis inner layer, with four kinds of mechanoreceptors
  • 83.
  • 84. Mechanoreceptors •  Cells that respond to pressure, stretching, and vibration •  Slow Acting (SA), Rapidly Acting (RA) •  Type I at surface – light discriminate touch •  Type II deep in dermis – heavy and continuous touch Receptor Type Rate of Acting Stimulus Frequency Receptive Field Detection Function Merkel Discs SA-I 0 – 10 Hz Small, well defined Edges, intensity Ruffini corpuscles SA-II 0 – 10 Hz Large, indistinct Static force, skin stretch Meissner corpuscles RA-I 20 – 50 Hz Small, well defined Velocity, edges Pacinian corpuscles RA-II 100 – 300 Hz Large, indistinct Acceleration, vibration
  • 85. Spatial Resolution •  Sensitivity varies greatly •  Two-point discrimination Body Site Threshold Distance Finger 2-3mm Cheek 6mm Nose 7mm Palm 10mm Forehead 15mm Foot 20mm Belly 30mm Forearm 35mm Upper Arm 39mm Back 39mm Shoulder 41mm Thigh 42mm Calf 45mm http://faculty.washington.edu/chudler/chsense.html
  • 86. Tactile Acuity •  High density of Merkel receptor/SA1 fibers in the fingertips •  Merkel receptors are densely packed on the fingertips - similar to cones in the fovea •  Both two-point thresholds and grating acuity studies show these results
  • 87. Proprioception/Kinaesthesia •  Proprioception (joint position sense) •  Awareness of movement and positions of body parts •  Due to nerve endings and Pacinian and Ruffini corpuscles at joints •  Enables us to touch nose with eyes closed •  Joints closer to body more accurately sensed •  Users know hand position accurate to 8cm without looking at them •  Kinaesthesia (joint movement sense) •  Sensing muscle contraction or stretching •  Cutaneous mechanoreceptors measuring skin stretching •  Helps with force sensation
  • 88. Smell
  • 89. Olfactory System •  Human olfactory system. 1: Olfactory bulb 2: Mitral cells 3: Bone 4: Nasal epithelium 5: Glomerulus 6: Olfactory receptor neurons
  • 90. How the Nose Works •  https://www.youtube.com/watch?v=zaHR2MAxywg
  • 91. Smell •  Smells are sensed by olfactory sensory neurons in the olfactory epithelium •  10 cm 2 with hundreds of different types of olfactory receptors •  Human’s can detect at least 10,000 different odors •  Some researchers say trillions of odors •  Sense of smell closely related to taste •  Both use chemo-receptors •  Olfaction + taste contribute to flavour •  The olfactory system is the only sense that bypasses the thalamus and connects directly to the forebrain
  • 92. Taste
  • 93. Sense of Taste •  https://www.youtube.com/watch?v=FSHGucgnvLU
  • 94. Basics of Taste • Sensation produced when a substance in the mouth reacts chemically with taste receptor cells • Taste receptors mostly on taste buds on the tongue •  2,000 – 5,000 taste buds on tongues/100+ receptors each • Five basic tastes: •  sweetness, sourness, saltiness, bitterness, and umami • Flavour influenced by other senses •  smell, texture, temperature, “coolness”, “hotness”