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M.W.A. Wijntjes

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51 records found

Journal article (2026) - Erin Mino, Maarten W.A. Wijntjes
This study explores the development of depicting facial expressions in historical paintings representing pivotal religious scenes: the Nativity (Birth of Christ) and the Pietà (Death of Christ). By examining artworks spanning the 11th to the 19th century, we assess how depictions evolve over time in terms of polarity, agreeability, and ambiguity of individual faces, and compared these with the perceived emotional intensity of the overall pictorial scene. A total of 56 paintings were randomly selected to be evaluated by 150 participants. Each participant categorised all visible faces into one of ten emotion categories – ranging from joy and love to sadness and anger – and then rated the painting’s overall emotional intensity. We quantified the degree of viewer agreement (agreeability), calculated a polarity measure (positive versus negative emotion balance) and ambiguity (amount of chosen categories) at the face level. We also measured how participants perceived each painting’s emotional intensity. Results showed that Pietà paintings were generally rated as both more emotionally intense and more uniform in their expressions than Nativity artworks. Moreover, Nativity paintings exhibited a gradual rise in their polarity over time, whereas Pietà scenes did not display a clear temporal trend. Furthermore, we found a clear relation between creation year and ambiguity in facial expression, but not with agreeability. The emotional intensity of the overall paintings also increased with the creation year. Together, these findings suggest empirical evidence for a historical change in the depiction of facial expression. ...

Comparing physically based renderings and generative AI images through material perception

Journal article (2026) - Yuguang Zhao, Jeroen Stumpel, Huib de Ridder, Jan Jaap R. van Assen, Maarten W.A. Wijntjes
Generative artificial intelligence (AI) models unlock new ways to create images, emerging as a new medium alongside paintings, photographs, physically based renderings (PBR), etc. Generative AI images can be perceptually convincing without being physically plausible, allowing to investigate the boundaries of visual perception. This study examines whether generative AI images adhere to a medium-independent perceptual space converged from previous studies. We compared the perceptual similarity of images from three generative AI models against a bidirectional reflectance distribution functions (BRDFs) PBR image dataset, using human similarity judgments. In experiment 1, we used the text descriptions of 32 materials (e.g., blue acrylic) from the Mitsubishi Electric Research Laboratories (MERL) BRDF dataset, prompting two text-to-image models, DALL-E 2 and Midjourney v2, to generate 32 sphere-shaped stimuli per model. Perceptual spaces derived from similarity judgments revealed that both AI models resulted in two-dimensional spaces whereas the MERL space was confined to one dimension, probably owing to a lack of surface texture. These unrelated perceptual spaces suggest the AI models generated unique and different images from identical text prompts. In experiment 2 we used the text-to-image model Stable Diffusion v1.5 with ControlNet for additional depth-map constraints. Using the same 32 descriptions, we generated 3 sets using 3 different depth maps. The three resulting perceptual spaces are all two-dimensional, exhibiting high similarity, indicating a robust and non-random structure. They also show a similar structure to the MERL space and perceptual spaces from other material studies using photographs, PBR, and depictions, suggesting AI-generated imagery may indeed be used as a new medium to explore material perception. ...
Journal article (2025) - M.E.H. Creusen, Jingliang Shen, M.W.A. Wijntjes
Purpose – This research examined how to present clothing fabrics online so that consumers gain an accurate impression. Providing online shoppers with accurate product information will lead to fewer product returns, offering clear economic and ecological benefits. Design/methodology/approach – Two studies (N = 90 and N = 379) assessed the accuracy of fabric perception in different online presentation conditions. A base condition showing conventional information was compared to three conditions with additional information: scrunched fabric pictures; a video of a model wearing the dress or a video showing hands interacting with the fabric. ANOVA tests assessed the effect of the online condition on fabric perception discrepancies between the online-presented and actual dress. Findings – A video in which hands interact with fabric, stretching, shaking, and crunching it, improved an accurate online fabric perception, specifically for stiffness and stretchability. A model video improved perception accuracy for glossiness. Scrunched fabric pictures improved accurate glossiness and thickness perception but worsened weight and stiffness perception for specific dresses. Practical implications – These findings aid companies in making an informed decision on how to present fabrics with certain properties online in order to reduce product returns. Originality/value – Existing research on the effect of different types of product presentation mainly focused on heightening purchase intention. We focused on increasing actual fabric perception accuracy, which will aid in adopting a more sustainable retail strategy by preventing unnecessary returns. ...
Journal article (2025) - M. Ricci, S. Pont, M. Wijntjes, G. Huisman
Online retail is still mostly limited to the visual channel despite haptic interface technology advances. One potential strategy for overcoming the lack of touch in online retail is using pseudo-haptics: illusory haptic sensations resulting from manipulating the visual feedback of mouse or touchscreen interactions. Previous research used computer-generated graphics for pseudo-haptic experiences, while online retailers rely heavily on accurate photos of their products. Therefore, our study proposes a novel approach to designing pseudo-haptics using interactive photograph series together with mouse cursor gain modulations, called Pseudo-Haptic Photograph Interaction (PHPI). Unlike prior approaches that rely on simulated or stylized imagery, PHPI introduces pseudo-haptic effects through real photographic sequences of fabric motion, bridging the gap between visual realism and interactive haptic simulation. We conducted user studies on the perception of stiffness and weight to validate our approach. In experiment 1, we investigated the relation between the perception of weight and stiffness and increased or decreased gain of mouse movement. The study reveals a strong relation between mouse gain and perception. To test whether this corresponded to pseudo-haptic sensations, we performed experiment 2, in which actual fabrics had to be matched with those displayed through PHPI. We found a correlation between the haptically perceived weight and stiffness of fabrics, and their digital surrogate mediated by visual cues, confirming the potential of PHPI for multimodal experiences in online retail and other photographic presentations. ...
Abstract (2025) - M.W.A. Wijntjes, Y. Zhao
Large Multimodal Modals can be subjected to similar psychophysical paradigms as human observers, affording comparison between human and machine vision. In this context, we explored material perception. We created 32 stimuli of a constant 3D shape but with various material properties. Then we presented them in 1193 triplets in an odd-one-out task for both humans (N=18) and machine. The machine judgements were performed with gpt-4o, which has vision capabilities. Triplet data was both analysed directly, and also used to create perceptual embeddings using Soft Ordinal Embedding (SOE). The raw triplet data revealed an interesting commonality between human and machine judgements when we compared the ‘popularity scores’ of odd-ones-out: a group of 6 stimuli was substantially more different from the remaining 26 stimuli. Furthermore, we found that 47% of the triplet judgements were similar for the human and gpt-4o data, which is well above chance level (33%). The SOE analysis revealed that the accuracy (agreement between raw triplet data and multidimensional embeddings) was substantially higher for machine than human vision, indicating a higher degree of internal consistency. Also, we found a full saturation at 6 dimensions for the machine data: all triplets could be accounted for by the embedding. Besides various commonalities, the embeddings themselves revealed some peculiar differences. Firstly, translucent stimuli were close for humans but distant for the machine. Secondly, the machine embedding showed a clear cluster of achromatic stimuli, while this was entirely absent in the human data. This suggests that computers use colour for material perception, while humans do not. With some imagination, one could argue that human material perception partly prepares for physical interaction where colour is irrelevant, while the algorithm does not (yet) have a body to interact with the outside world. ...
Journal article (2025) - Maarten W.A. Wijntjes, Lianne M.E. Pinkse
There are various ways to evoke stereopsis without binocular disparities. Closing one eye, or looking through a synopter are well-known methods. Ames (1925) listed nine ways of generating this so-called ‘‘plastic effect,” one of which involves a cylindrically curved lens placed in front of one eye. We investigated qualitative perceptual effects of this particular way of viewing artworks. A total of 38 participants viewed three digitally reproduced paintings. Initially, they were asked to spontaneously report the perceptual effect of the lens. While being naive to the purpose of the experiment, 66% of the participants reported increased depth experience. In addition, participants reported increased contrast, color vibrancy, and material expression (e.g., increased shininess). During a second part of the experiment, we asked to report on seven qualities: depth, color, three-dimensional shape, realism, detail, light, and material. All qualities increased significantly except detail, which seemed to show idiosyncratic results: the majority of the observers experienced a decrease of detail, while a minority reported, surprisingly, an increase of detail. The results agree with previous qualitative accounts on monocular aperture viewing, despite relying on entirely different nonpictorial cues: monocular aperture viewing relies on the absence of vergence and binocular disparities, whereas the Ames’ Glass relies on distorted binocular disparities while keeping vergence unchanged. Together with the synopter, for which qualitative data is lacking, the Ames Glass and monocular aperture viewing are pictorial spacecrafts fit for art gallery viewing. ...
Journal article (2024) - M. W.A. Wijntjes, C. van Middelkoop
We present a framework that connects ideas from the visual arts and visual perception. It adapts two existing frameworks for the analysis of form and content so that it can be used in an educational context for teaching perception through visual arts. The basis is the formal analysis of texture, colour, light, space, and material. This analysis can be conducted both on the medium and the motif, which adds a second level in addition to the formal level. Thirdly, a conte(n/x)t level is discussed which combines a basic notion of semiotics and iconography. We share our experience of implementing pictorial analysis in design and perception education and discuss how the framework is used both in a quantitative and a qualitative fashion. Next to education, the framework provides a basis for further pictorial research. ...
Journal article (2024) - M.W.A. Wijntjes, M.J.P. van Zuijlen
Pictorial research can rely on computational or human annotations. Computational annotations offer scalability, facilitating so-called distant-viewing studies. On the other hand, human annotations provide insights into individual differences, judgments of subjective nature. In this study, we demonstrate the difference in objective and subjective human annotations in two pictorial research studies: one focusing on Avercamp’s perspective choices and the other on Rembrandt’s compositional choices. In the first experiment, we investigated perspective handling by the Dutch painter Hendrick Avercamp. Using visual annotations of human figures and horizons, we could reconstruct the virtual viewpoint from where Avercamp depicted his landscapes. Results revealed an interesting trend: with increasing age, Avercamp lowered his viewpoint. In the second experiment, we studied the compositional choice that Rembrandt van Rijn made in Syndics of the Drapers’ Guild. Based on imaging studies it is known that Rembrandt doubted where to place the servant, and we let 100 annotators make the same choice. Subjective data was in line with evidence from imaging studies. Aside from having their own merit, the two experiments demonstrate two distinctive ways of performing pictorial research, one that concerns the picture alone (objective) and one that concerns the relation between the picture and the viewer (subjective). ...
Journal article (2024) - Cehao Yu, Mitchell J.P. Van Zuijlen, Cristina Spoiala, Sylvia C. Pont, Maarten W.A. Wijntjes, Anya Hurlbert
The spectral shape, irradiance, direction, and diffuseness of daylight vary regularly throughout the day. The variations in illumination and their effect on the light reflected from objects may in turn provide visual information as to the time of day. We suggest that artists' color choices for paintings of outdoor scenes might convey this information and that therefore the time of day might be decoded from the colors of paintings. Here we investigate whether human viewers' estimates of the depicted time of day in paintings correlate with their image statistics, specifically chromaticity and luminance variations. We tested time-of-day perception in 17th- to 20th-century Western European paintings via two online rating experiments. In Experiment 1, viewers' ratings from seven time choices varied significantly and largely consistently across paintings but with some ambiguity between morning and evening depictions. Analysis of the relationship between image statistics and ratings revealed correlations with the perceived time of day: higher "morningness" ratings associated with higher brightness, contrast, and saturation and darker yellow/brighter blue hues; "eveningness" with lower brightness, contrast, and saturation and darker blue/brighter yellow hues. Multiple linear regressions of extracted principal components yielded a predictive model that explained 76% of the variance in time-of-day perception. In Experiment 2, viewers rated paintings as morning or evening only; rating distributions differed significantly across paintings, and image statistics predicted people's perceptions. These results suggest that artists used different color palettes and patterns to depict different times of day, and the human visual system holds consistent assumptions about the variation of natural light depicted in paintings. ...
We investigated the influence of the medium on the perception of depicted objects and materials. Oil paintings and their reproductions in engravings were chosen because they are vastly distinctive media while having completely identical content. A total of 15 pairs were collected, consisting of 88 fragments depicting different materials, including fabric, skin, wood and metal. Besides the original condition, we created three manipulations to understand the effect of colour (a greyscale version) and contrast (equalised histograms towards both painting and engraving). We performed rating experiments on five attributes: three-dimensionality, glossiness, convincingness, smoothness and softness. An average of 25 participants finished each of the 20 online experimental sessions (five attributes X four conditions). Besides clear correlations between the two media, the differences mainly show in their means (different levels of perceived attributes) and standard deviations (perceived range). In most sessions, paintings depict a wider range than engravings. In addition, it was the histogram equalisation (global contrast) that made the most impact on perceived attributes, rather than colour removal. This suggests that engravers compensated for the lack of colour by exploiting the possibilities of local contrast. ...

Testing the perception of depth in images with linear, sharp, or blurred contours

Journal article (2024) - Jeroen F.H.J. Stumpel, Robert Volcic, Maarten W.A. Wijntjes
In European painting, a transition took place where artists started to consciously introduce blurred or soft contours in their works. There may have been several reasons for this. One suggestion in art historical literature is that this may have been done to create a stronger sense of volume in the depicted figures or objects. Here we describe four experiments in which we tried to test whether soft or blurred contours do indeed enhance a sense volume or depth. In the first three experiments, we found that, for both paintings and abstract shapes, three dimensionality was actually decreased instead of increased for blurred (and line) contours, in comparison with sharp contours. In the last experiment, we controlled for the position of the blur (on the lit or dark side) and found that blur on the lit side evoked a stronger impression of three dimensionality. Overall, the experiments robustly show that an art historical conjecture that a blurred contour increases three dimensionality is not granted. Because the blurred contours can be found in many established art works such as from Leonardo and Vermeer, there must be other rationales behind this use than the creation of a stronger sense of volume or depth. ...
Journal article (2024) - Shaiyan Keshvari, Maarten W.A. Wijntjes
Humans can rapidly identify materials, such as wood or leather, even within a complex visual scene. Given a single image, one can easily identify the underlying "stuff," even though a given material can have highly variable appearance; fabric comes in unlimited variations of shape, pattern, color, and smoothness, yet we have little trouble categorizing it as fabric. What visual cues do we use to determine material identity? Prior research suggests that simple "texture" features of an image, such as the power spectrum, capture information about material properties and identity. Few studies, however, have tested richer and biologically motivated models of texture. We compared baseline material classification performance to performance with synthetic textures generated from the Portilla-Simoncelli model and several common image degradations. The textures retain statistical information but are otherwise random. We found that performance with textures and most degradations was well below baseline, suggesting insufficient information to support foveal material perception. Interestingly, modern research suggests that peripheral vision might use a statistical, texture-like representation. In a second set of experiments, we found that peripheral performance is more closely predicted by texture and other image degradations. These findings delineate the nature of peripheral material classification. ...

Exploring style perception using details of paintings

Journal article (2023) - Yuguang Zhao, Jeroen Stumpel, Huib de Ridder, Maarten W.A. Wijntjes
Most studies on the perception of style have used whole scenes/entire paintings; in our study, we isolated a single motif (an apple) to reduce or even eliminate the influence of composition, iconography, and other contextual information. In this article, we empirically address two fundamental questions of the existence (Experiment 1) and description (Experiment 2) of style. We chose 48 cut-outs of mostly Western European paintings (15th to 21st century) that showed apples. In Experiment 1, 415 unique participants completed online triplet similarity tasks. Multidimensional scaling (MDS) reached a nonrandom three-dimensional (3D) embedding, showing that participants are able to judge stylistic differences in a systematic way. We also found a strong correlation between creation year and embedding, both a linear correlation with Dimension 2, and a rotational correlation in the first two dimensions. To interpret the embedding further, in Experiment 2, we fitted three color statistics and nine attribute ratings (glossiness, three-dimensionality, convincingness, brush coarseness, etc.) to the 3D perceptual style space. Results showed that Dimension 1 is associated with spatial attributes (Smoothness, Brushstroke coarseness) and Convincingness, Dimension 2 is related to Hue, and Dimension 3 is related to Chroma. The results suggest that texture and color are two important variables for style perception. By isolating the motifs, we could exclude higher levels of information such as composition and context. Interestingly, the results reinforce previous findings using whole scenes, suggesting that style can already be perceived in sometimes very small fragments of paintings. ...
Journal article (2023) - Y. Zhao, H. de Ridder, J.F.H.J. Stumpel, M.W.A. Wijntjes
If two painters paint the same scene, the appearance difference can be referred to as style difference. The distinguishing features result from artists’ use of composition, color, brushstroke etc. We are interested in how people perceive different depiction styles, when they are presented with different levels of information. Whole paintings contain mid-level information (depicted scenes, etc.) and low-level information (brushstroke, colors, etc.). Square cut-outs of single objects contain only low-level information. The same cut-outs in grayscale contain low-level information but without colors. We collected 42 digitized oil paintings as stimuli, the creation years varied from 15th to 21st century, and their location of production varied from southern Spain to the northern Netherlands. All paintings contain at least one apple. We gathered similarity judgement data using a triplet comparison method from three online experiments, where observers were presented the whole paintings (condition 1), square cut-outs of painted apples (condition 2) and the same cut-outs in grayscale (condition 3). 20 observers completed each experiment (60 observers in total). We applied soft ordinal embedding to achieve multidimensional embeddings. We reached a 3D space for condition 1 and 3, and a 4D space for condition 2. Condition 2 has less information than condition 1, but has one more dimension, suggesting that different criteria might be involved. Condition 3 has one less dimension than condition 2, suggesting that color is one of the attributes for style perception judgement. In addition, having the same dimensionality, around 64% of the raw data was in line with the 3D embedding in condition 1 and 58% in condition 3. This difference suggests that although the whole scene and a grayscale cut-out both need three dimensions to describe their style differences, the implicit style criteria for grayscale cut-outs are apparently more ambiguous than those used to judge the whole paintings. ...
We present a method to capture the 7-dimensional light field structure, and translate it into perceptually-relevant information. Our spectral cubic illumination method quantifies objective correlates of perceptually relevant diffuse and directed light components, including their variations over time, space, in color and direction, and the environment’s response to sky and sunlight. We applied it “in the wild”, capturing how light on a sunny day differs between light and shadow, and how light varies over sunny and cloudy days. We discuss the added value of our method for capturing nuanced lighting effects on scene and object appearance, such as chromatic gradients. ...
Conference paper (2022) - Sueyoon Lee, Abdallah El Ali, Maarten Wijntjes, Pablo Cesar
Visualizing biosignals can be important for social Virtual Reality (VR), where avatar non-verbal cues are missing. While several biosignal representations exist, designing effective visualizations and understanding user perceptions within social VR entertainment remains unclear. We adopt a mixed-methods approach to design biosignals for social VR entertainment. Using survey (N=54), context-mapping (N=6), and co-design (N=6) methods, we derive four visualizations. We then ran a within-subjects study (N=32) in a virtual jazz-bar to investigate how heart rate (HR) and breathing rate (BR) visualizations, and signal rate, influence perceived avatar arousal, user distraction, and preferences. Findings show that skeuomorphic visualizations for both biosignals allow differentiable arousal inference; skeuomorphic and particles were least distracting for HR, whereas all were similarly distracting for BR; biosignal perceptions often depend on avatar relations, entertainment type, and emotion inference of avatars versus spaces. We contribute HR and BR visualizations, and considerations for designing social VR entertainment biosignal visualizations. ...
Journal article (2022) - C. Yu, M. Wijntjes, E. Eisemann, S. Pont
In everyday scenes, the effective light (the actual light in a space) can be defined as a complex light field, resulting from a mixture of emissive light sources and indirect mutual surface (inter-)reflections. Hence, the light field typically consists of diffuse and directional illumination and varies in spectral irradiance as a function of location and direction. The spatially varying differences between the diffuse and directional illumination spectra induce correlated colour temperature (CCT) and colour rendition variations over the light fields. Here, we aim to investigate the colourimetric properties of the actual light, termed the effective CCT and colour rendition, for spaces of one reflectance (uni-chromatic spaces). The spectra of the diffuse light-field component (light density) and the directional light-field component (light vector) were measured in both physical and simulated uni-chromatic spaces illuminated by ordinary white light sources. We empirically tested the effective CCT and colour rendition for the light density and the light vector, separately. There were significant differences between the lamp-specified CCT and colour rendition and the actual light-based effective CCT and effective colour rendition. Inter-reflections predominantly affected the CCT and colour rendition of the light density relative to the light vector. Treating the diffuse and directional light-field components in a linear model reveals the separate influences of the light source and scene. These effects show the importance of a 3D version of colour checkers for lighting designers, architects or in general computer graphics applications, for which we propose simple Lambertian spheres. ...
Research has shown that disentangling surface and illuminant colors was possible based on various scene statistics. This study investigates the statistical cues induced by the chromatic effects of interreflections. We present a numerical analysis of ambiguous spectral pairs, in which the spectral power distribution of the illuminant in one scene matched the surface reflectance function in the other scene and vice versa. If the scenes are flat or convex and perfectly matte (Lambertian), the reflected light spectra of both cases are identical. However, the incident light undergoes interreflections for concave scenes. The spectral power of interreflections will be absorbed spectrally in an exponential way, dependent on the number of interreflections. We found that this causes systematic shifts towards the spectral reflectance peaks, resulting in brightness, saturation and hue shifts. Those paired cases' color differences (CIEDE2000) are so large that humans would be able to observe them if viewed simultaneously. In addition, we find that the color shifts cause qualitatively different gradients for chromatic materials and achromatic light and vice versa. Further psychophysical testing is necessary to see whether the different color shifts for the two cases can be recognized in isolation due to material or light properties. Moreover, the light densities and light vectors are spectrally different for these cases, creating different appearances of 3D objects in non-empty rooms. ...
Journal article (2022) - Y. Zhao, H. de Ridder, J.F.H.J. Stumpel, M.W.A. Wijntjes
Before the invention of photography, paintings were reproduced in a graphic and linear medium, engravings. To compare material perception across two modalities, paintings and engravings, we conducted two online experiments. We collected 15 pairs of color oil paintings and their engraving reproductions. Then we selected 40 elements from these 15 pairs, including fabric and skin, which resulted in 80 stimuli in total. In experiment 1, we used original (colored) versions for both paintings and engravings. In experiment 2, we used the same stimulus set, but achromatic (luminance only). Two attributes were rated in both experiments: glossiness and softness. 30 observers completed online rating tasks for each attribute in each experiment (120 observers in total). For glossiness, independent of color or black and white versions, engravings scored higher than paintings. In experiment 1, engravings were rated as glossier in 28 out of 40 pairs of variations, with 11 out of these 28 pairs showing significant differences. In experiment 2 (achromatic), engravings scored higher in glossiness than paintings in 33 pairs with 21 pairs showing significant differences. Both numbers increased when colors were removed. For softness, 21 elements in experiment 1 and 29 elements in experiment 2 were judged glossier in engravings than in paintings. Surprisingly, engravings performde well in presenting both gloss and softness. Moreover, when colors were removed, the performance of engravings in conveying glossiness and softness got even better. The increased number of significant cases underscores the robustness of this trend. ...