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Dive into the research topics where Betty J. Mohler is active.

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Featured researches published by Betty J. Mohler.


Frontiers in Psychology | 2013

Visual capture and the experience of having two bodies – Evidence from two different virtual reality techniques

Lukas Heydrich; Trevor J. Dodds; Jane E. Aspell; Bruno Herbelin; Hh Bülthoff; Betty J. Mohler; Olaf Blanke

In neurology and psychiatry the detailed study of illusory own body perceptions has suggested close links between bodily processing and self-consciousness. One such illusory own body perception is heautoscopy where patients have the sensation of being reduplicated and to exist at two or even more locations. In previous experiments, using a video head-mounted display, self-location and self-identification were manipulated by applying conflicting visuo-tactile information. Yet the experienced singularity of the self was not affected, i.e., participants did not experience having multiple bodies or selves. In two experiments presented in this paper, we investigated self-location and self-identification while participants saw two virtual bodies (video-generated in study 1 and 3D computer generated in study 2) that were stroked either synchronously or asynchronously with their own body. In both experiments, we report that self-identification with two virtual bodies was stronger during synchronous stroking. Furthermore, in the video generated setup with synchronous stroking participants reported a greater feeling of having multiple bodies than in the control conditions. In study 1, but not in study 2, we report that self-location – measured by anterior posterior drift – was significantly shifted towards the two bodies in the synchronous condition only. Self-identification with two bodies, the sensation of having multiple bodies, and the changes in self-location show that the experienced singularity of the self can be studied experimentally. We discuss our data with respect to ownership for supernumerary hands and heautoscopy. We finally compare the effects of the video and 3D computer generated head-mounted display technology and discuss the possible benefits of using either technology to induce changes in illusory self-identification with a virtual body.


Experimental Brain Research | 2007

Visual flow influences gait transition speed and preferred walking speed.

Betty J. Mohler; William B. Thompson; Sarah H. Creem-Regehr; Herbert L. Pick; William H. Warren

It is typically assumed that basic features of human gait are determined by purely biomechanical factors. In two experiments, we test whether gait transition speed and preferred walking speed are also influenced by visual information about the speed of self-motion. The visual flow during treadmill locomotion was manipulated to be slower than, matched to, or faster than the physical gait speed (visual gains of 0.5, 1.0, 2.0). Higher flow rates elicit significantly lower transition speeds for both the Walk–Run and Run–Walk transition, as expected. Similarly, higher flow rates elicit significantly lower preferred walking speeds. These results suggest that visual information becomes calibrated to mechanical or energetic aspects of gait and contributes to the control of locomotor behavior.


european conference on computer vision | 2012

Recording and playback of camera shake: benchmarking blind deconvolution with a real-world database

Rolf Köhler; Michael Hirsch; Betty J. Mohler; Bernhard Schölkopf; Stefan Harmeling

Motion blur due to camera shake is one of the predominant sources of degradation in handheld photography. Single image blind deconvolution (BD) or motion deblurring aims at restoring a sharp latent image from the blurred recorded picture without knowing the camera motion that took place during the exposure. BD is a long-standing problem, but has attracted much attention recently, cumulating in several algorithms able to restore photos degraded by real camera motion in high quality. In this paper, we present a benchmark dataset for motion deblurring that allows quantitative performance evaluation and comparison of recent approaches featuring non-uniform blur models. To this end, we record and analyse real camera motion, which is played back on a robot platform such that we can record a sequence of sharp images sampling the six dimensional camera motion trajectory. The goal of deblurring is to recover one of these sharp images, and our dataset contains all information to assess how closely various algorithms approximate that goal. In a comprehensive comparison, we evaluate state-of-the-art single image BD algorithms incorporating uniform and non-uniform blur models.


Presence: Teleoperators & Virtual Environments | 2010

The effect of viewing a self-avatar on distance judgments in an hmd-based virtual environment

Betty J. Mohler; Sarah H. Creem-Regehr; William B. Thompson; Hh Bülthoff

Few HMD-based virtual environment systems display a rendering of the users own body. Subjectively, this often leads to a sense of disembodiment in the virtual world. We explore the effect of being able to see ones own body in such systems on an objective measure of the accuracy of one form of space perception. Using an action-based response measure, we found that participants who explored near space while seeing a fully-articulated and tracked visual representation of themselves subsequently made more accurate judgments of absolute egocentric distance to locations ranging from 4 m to 6 m away from where they were standing than did participants who saw no avatar. A nonanimated avatar also improved distance judgments, but by a lesser amount. Participants who viewed either animated or static avatars positioned 3 m in front of their own position made subsequent distance judgments with similar accuracy to the participants who viewed the equivalent animated or static avatar positioned at their own location. We discuss the implications of these results on theories of embodied perception in virtual environments.


applied perception in graphics and visualization | 2006

The influence of feedback on egocentric distance judgments in real and virtual environments

Betty J. Mohler; Sarah H. Creem-Regehr; William B. Thompson

A number of investigators have reported that distance judgments in virtual environments (VEs) are systematically smaller than distance judgments made in comparably-sized real environments. Many variables that may contribute to this difference have been investigated but none of them fully explain the distance compression. One approach to this problem that has implications for both VE applications and the study of perceptual mechanisms is to examine the influence of the feedback available to the user. Most generally, we asked whether feedback within a virtual environment would lead to more accurate estimations of distance. Next, given the prediction that some change in behavior would be observed, we asked whether specific adaptation effects would generalize to other indications of distance. Finally, we asked whether these effects would transfer from the VE to the real world. All distance judgments in the head-mounted display (HMD) became near accurate after three different forms of feedback were given within the HMD. However, not all feedback sessions within the HMD altered real world distance judgments. These results are discussed with respect to the perceptual and cognitive mechanisms that may be involved in the observed adaptation effects as well as the benefits of feedback for VE applications.


tests and proofs | 2007

Calibration of locomotion resulting from visual motion in a treadmill-based virtual environment

Betty J. Mohler; William B. Thompson; Sarah H. Creem-Regehr; Peter Willemsen; Herbert L. Pick; John J. Rieser

This paper describes the use of a treadmill-based virtual environment (VE) to investigate the influence of visual motion on locomotion. First, we establish that a computer-controlled treadmill coupled with a wide field of view computer graphics display can be used to study interactions between perception and action. Previous work has demonstrated that humans recalibrate their visually directed actions to changing circumstances in their environment. Using a treadmill VE, we show that recalibration of action is reflected in the real world as a result of manipulating the relation between the visual indication of speed, presented using computer graphics, and the biomechanical speed of walking on a treadmill. We then extend this methodology to investigate whether the recalibration is based on perception of the speed of movement through the world or on the magnitude of optic flow itself. This was done by utilizing two different visual displays, which had essentially the same magnitude of optic flow, but which differed in the information present for the speed of forward motion. These results indicate that changes in optic flow are not necessary for recalibration to occur. The recalibration effect is dependent, at least in part, on visual perception of the speed of self-movement.


PLOS ONE | 2013

Welcome to wonderland: the influence of the size and shape of a virtual hand on the perceived size and shape of virtual objects.

Sally A. Linkenauger; Markus Leyrer; Hh Bülthoff; Betty J. Mohler

The notion of body-based scaling suggests that our body and its action capabilities are used to scale the spatial layout of the environment. Here we present four studies supporting this perspective by showing that the hand acts as a metric which individuals use to scale the apparent sizes of objects in the environment. However to test this, one must be able to manipulate the size and/or dimensions of the perceiver’s hand which is difficult in the real world due to impliability of hand dimensions. To overcome this limitation, we used virtual reality to manipulate dimensions of participants’ fully-tracked, virtual hands to investigate its influence on the perceived size and shape of virtual objects. In a series of experiments, using several measures, we show that individuals’ estimations of the sizes of virtual objects differ depending on the size of their virtual hand in the direction consistent with the body-based scaling hypothesis. Additionally, we found that these effects were specific to participants’ virtual hands rather than another avatar’s hands or a salient familiar-sized object. While these studies provide support for a body-based approach to the scaling of the spatial layout, they also demonstrate the influence of virtual bodies on perception of virtual environments.


intelligent robots and systems | 2008

Learning perceptual coupling for motor primitives

Jens Kober; Betty J. Mohler; Jan Peters

Dynamic system-based motor primitives have enabled robots to learn complex tasks ranging from Tennis-swings to locomotion. However, to date there have been only few extensions which have incorporated perceptual coupling to variables of external focus, and, furthermore, these modifications have relied upon handcrafted solutions. Humans learn how to couple their movement primitives with external variables. Clearly, such a solution is needed in robotics. In this paper, we propose an augmented version of the dynamic systems motor primitives which incorporates perceptual coupling to an external variable. The resulting perceptually driven motor primitives include the previous primitives as a special case and can inherit some of their interesting properties. We show that these motor primitives can perform complex tasks such a Ball-in-a-Cup or Kendama task even with large variances in the initial conditions where a skilled human player would be challenged. For doing so, we initialize the motor primitives in the traditional way by imitation learning without perceptual coupling. Subsequently, we improve the motor primitives using a novel reinforcement learning method which is particularly well-suited for motor primitives.


virtual reality software and technology | 2008

A psychophysically calibrated controller for navigating through large environments in a limited free-walking space

David Engel; C Curio; Lili Tcheang; Betty J. Mohler; Hh Bülthoff

Experience indicates that the sense of presence in a virtual environment is enhanced when the participants are able to actively move through it. When exploring a virtual world by walking, the size of the model is usually limited by the size of the available tracking space. A promising way to overcome these limitations are motion compression techniques, which decouple the position in the real and virtual world by introducing imperceptible visual-proprioceptive conflicts. Such techniques usually precalculate the redirection factors, greatly reducing their robustness. We propose a novel way to determine the instantaneous rotational gains using a controller based on an optimization problem. We present a psychophysical study that measures the sensitivity of visual-proprioceptive conflicts during walking and use this to calibrate a real-time controller. We show the validity of our approach by allowing users to walk through virtual environments vastly larger than the tracking space.


Psychological Science | 2012

Is the Map in Our Head Oriented North

Julia Frankenstein; Betty J. Mohler; Hh Bülthoff; T Meilinger

We examined how a highly familiar environmental space—one’s city of residence—is represented in memory. Twenty-six participants faced a photo-realistic virtual model of their hometown and completed a task in which they pointed to familiar target locations from various orientations. Each participant’s performance was most accurate when he or she was facing north, and errors increased as participants’ deviation from a north-facing orientation increased. Pointing errors and latencies were not related to the distance between participants’ initial locations and the target locations. Our results are inconsistent with accounts of orientation-free memory and with theories assuming that the storage of spatial knowledge depends on local reference frames. Although participants recognized familiar local views in their initial locations, their strategy for pointing relied on a single, north-oriented reference frame that was likely acquired from maps rather than experience from daily exploration. Even though participants had spent significantly more time navigating the city than looking at maps, their pointing behavior seemed to rely on a north-oriented mental map.

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