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        "title": "Visual Analytics in Dental Aesthetics",
        "date": "2020",
        "abstract": "Dental healthcare increasingly employs computer-aided design software,\nto provide patients with high-quality dental prosthetic devices. In\nmodern dental reconstruction, dental technicians address the unique\nanatomy of each patient individually, by capturing the dental impression\nand measuring the mandibular movements. Subsequently, dental technicians\ndesign a custom denture that fits the patient from a functional point of\nview. The current workflow does not include a systematic analysis of\naesthetics, and dental technicians rely only on an aesthetically\npleasing mock-up that they discuss with the patient, and on their\nexperience. Therefore, the final denture aesthetics remain unknown until\nthe dental technicians incorporate the denture into the patient. In this\nwork, we present a solution that integrates aesthetics analysis into the\nfunctional workflow of dental technicians. Our solution uses a video\nrecording of the patient, to preview the denture design at any stage of\nthe denture design process. We present a teeth pose estimation technique\nthat enables denture preview and a set of linked visualizations that\nsupport dental technicians in the aesthetic design of dentures. These\nvisualizations assist dental technicians in choosing the most\naesthetically fitting preset from a library of dentures, in identifying\nthe suitable denture size, and in adjusting the denture position. We\ndemonstrate the utility of our system with four use cases, explored by a\ndental technician. Also, we performed a quantitative evaluation for\nteeth pose estimation, and an informal usability evaluation, with\npositive outcomes concerning the integration of aesthetics analysis into\nthe functional workflow.",
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        "journal": "Computer Graphics Forum",
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        "title": "WithTeeth: Denture Preview in Augmented Reality",
        "date": "2018-10",
        "abstract": "Dentures are prosthetic devices replacing missing or damaged teeth, often used for dental reconstruction. Dental reconstruction improves the functional state and aesthetic appearance of teeth. State-of-the-art methods used by dental technicians typically do not include the aesthetic analysis, which often leads to unsatisfactory results for patients. In this paper, we present a virtual mirror approach for a dental treatment preview in augmented reality. Different denture presets are visually evaluated and compared by switching them on the fly. Our main goals are to provide a virtual dental treatment preview to facilitate early feedback, and hence to build the confidence and trust of patients in the outcome. The workflow of our algorithm is as follows. First, the face is detected and 2D facial landmarks are extracted. Then, 3D pose estimation of upper and lower jaws is performed and high-quality 3D models of the upper and lower dentures are fitted. The fitting uses the occlusal plane angle as determined manually by dental technicians. To provide a realistic impression of the virtual teeth, the dentures are rendered with motion blur. We demonstrate the robustness and visual quality of our approach by comparing the results of a webcam to a DSLR camera under natural, as well as controlled lighting conditions.",
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        "abstract": "2D color maps are often used to visually encode complex data characteristics such as heat or height. The comprehension of color maps in visualization is affected by the display (e.g., a monitor) and the perceptual abilities of the viewer. In this paper we present a novel method to measure a user׳s ability to distinguish colors of a two-dimensional color map on a given monitor. We show how to adapt the color map to the user and display to optimally compensate for the measured deficiencies. Furthermore, we improve user acceptance of the calibration procedure by transforming the calibration into a game. The user has to sort colors along a line in a 3D color space in a competitive fashion. The errors the user makes in sorting these lines are used to adapt the color map to his perceptual capabilities.",
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        "title": "A Comparative Perceptual Study of Soft Shadow Algorithms",
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        "title": "The Effects of Fast Disparity Adjustments in Gaze-Controlled Stereoscopic Applications",
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        "abstract": "With the emergence of affordable 3D displays, stereoscopy is becoming\na commodity. However, often users report discomfort even after brief exposures to stereo content. One of the main reasons is the conflict between vergence and accommodation that is caused by 3D displays. We investigate dynamic adjustment of stereo parameters\nin a scene using gaze data in order to reduce discomfort. In a user study, we measured stereo fusion times after abrupt manipulation of disparities using gaze data. We found that gaze-controlled manipulation of disparities can lower fusion times for large disparities. In addition we found that gaze-controlled disparity adjustment should be applied in a personalized manner and ideally performed only at the extremities or outside the comfort zone of subjects.\nThese results provide important insight on the problems associated with fast disparity manipulation and are essential for developing appealing gaze-contingent and gaze-controlled applications.",
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    {
        "id": "sundstedt-2013-vag",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Visual Attention and Gaze Behaviour in Games: An Object-Based Approach",
        "date": "2013-04",
        "abstract": "This chapter presents state-of-the-art methods that tap the potential of psychophysics for the purpose of understanding game players' behavior. Studying gaze behavior in gaming environments has recently gained momentum as it affords a better understanding of gamers' visual attention. However, while knowing where users are attending in a computer game would be useful at a basic level, it does not provide insight into what users are interested in, or why. An answer to these questions can be tremendously useful to game designers, enabling them to improve gameplay, selectively increase visual fidelity, and optimize the distribution of computing resources. Furthermore, this could be useful in verifying game mechanics, improving game AI and smart positioning of advertisements within games, all being applications widely desirable across the games industry. Techniques are outlined to collect gaze data, and map fixation points back to semantic objects in a gaming environment, enabling a deeper understanding of how players interact with games. ",
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    {
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        "title": "Bi-modal Task Faciliation in a Virtual Traffic Scenario through Spatialized Sound Rendering ",
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        "abstract": "Audio rendering is generally used to increase the realism of Virtual Environments (VE). In addition, audio rendering may also improve the performance in specific tasks carried out in interactive applications such as games or simulators.\n\nIn this paper we investigate the effect of the quality of sound rendering on task performance in a task which is inherently vision dominated. The task is a virtual traffic gap crossing scenario with two elements: first, to discriminate crossable and uncrossable gaps in oncoming traffic, and second, to find the right timing to start crossing the street without an accident.\n\nA study was carried out with 48 participants in an immersive Virtual Environment setup with a large screen and headphones. Participants were grouped into three different conditions. In the first condition, spatialized audio rendering with head-related transfer function (HRTF) filtering was used. The second group was tested with conventional stereo rendering, and the remaining group ran the experiment in a mute condition.\n\nOur results give a clear evidence that spatialized audio improves task performance compared to the unimodal mute condition. Since all task-relevant information was in the participants' field-of-view, we conclude that an enhancement of task performance results from a bimodal advantage due to the integration of visual and auditory spatial cues.",
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        "title": "Manipulating Attention in Computer Games",
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        "abstract": "In computer games, a user’s attention is focused on the current task, and task-irrelevant details remain unnoticed. This behavior, known as inattentional blindness, is a main problem for the optimal placement of information or advertisements. We propose a guiding principle based on Wolfe’s theory of Guided Search, which predicts the saliency of objects during a visual search task. Assuming that computer games elicit visual search tasks frequently, we applied this model in a “reverse” direction: Given a target item (e.g., advertisement) which should be noticed by the user, we choose a frequently searched game item and modify it so that it shares some perceptual features (e.g., color or orientation) with the target item. A memory experiment with 36 participants showed that in an action video game, advertisements were more noticeable to users when this method is applied.",
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        "title": "An Empirical Pipeline to Derive Gaze Prediction Heuristics for 3D Action Games",
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