Effective User Studies in Computer Graphics: From Pixels to Perception

dc.contributor.authorMartin, Daniel
dc.contributor.authorWeier, Martin
dc.contributor.authorDidyk, Piotr
dc.contributor.authorFlores-Vargas, Mauricio
dc.contributor.authorKruijff, Ernst
dc.contributor.authorMcDonnell, Rachel
dc.contributor.authorMalpica, Sandra
dc.date.accessioned2026-04-22T08:23:03Z
dc.date.available2026-04-22T08:23:03Z
dc.date.issued2026
dc.description.abstractUser studies are essential in computer graphics and extended reality (XR), providing measurable insights into how humans perceive, interpret, and respond to visual and auditory information. When designed and executed effectively, user experiments enable researchers to validate new algorithms and interaction techniques, guide system optimization, and ensure that results align with real perceptual needs. Their role spans the entire research pipeline, from early ideation and prototyping to ecological evaluation and deployment. As graphical systems increasingly rely on perceptual constraints and multimodal cues, understanding the limits and mecha-nisms of human perception becomes crucial. This is especially true in immersive environments, where visual quality, motion, spatial hearing, and the representation of virtual humans must all be considered to preserve comfort, realism, and performance. Systematic evaluation helps determine not only what users see, hear, or feel, but what becomes imperceptible, unnoticeable, or even attention-guiding. In this tutorial, we will first introduce key principles of experimental design for user studies in computer graphics, covering methodological choices, participant management, ethics, statistical considerations, and guidelines for reporting. We will then explore how perception research directly informs cutting-edge graphics techniques across a range of sensory dimensions and XR scenarios. Talks will delve into exploiting peripheral vision for foveated rendering and attention redirection, perceptual constraints for efficient image synthesis, the role of spatial audio for immersion and interaction, the impact of virtual human appearance and embodiment, and the unique challenges of studying perception in real-world augmented reality settings. Together, these perspectives provide attendees with a practical and perceptually grounded foundation to design, analyze, and ap-ply user studies that advance both the science and technology of visual computing. (see https://www.acm.org/publications/class-2012)
dc.description.sectionheadersTutorials
dc.description.seriesinformationEurographics 2026 - Tutorials
dc.identifier.doi10.2312/egt.20261006
dc.identifier.isbn978-3-03868-267-7
dc.identifier.issn1017-4656
dc.identifier.pages4 pages
dc.identifier.urihttps://doi.org/10.2312/egt.20261006
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/egt20261006
dc.publisherThe Eurographics Association
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectUser studies
dc.subjectUsability testing
dc.subjectVirtual reality
dc.subjectGraphical user interfaces
dc.titleEffective User Studies in Computer Graphics: From Pixels to Perception
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