2,085 research outputs found

    Stereoscopic bimanual interaction for 3D visualization

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    Virtual Environments (VE) are being widely used in various research fields for several decades such as 3D visualization, education, training and games. VEs have the potential to enhance the visualization and act as a general medium for human-computer interaction (HCI). However, limited research has evaluated virtual reality (VR) display technologies, monocular and binocular depth cues, for human depth perception of volumetric (non-polygonal) datasets. In addition, a lack of standardization of three-dimensional (3D) user interfaces (UI) makes it challenging to interact with many VE systems. To address these issues, this dissertation focuses on evaluation of effects of stereoscopic and head-coupled displays on depth judgment of volumetric dataset. It also focuses on evaluation of a two-handed view manipulation techniques which support simultaneous 7 degree-of-freedom (DOF) navigation (x,y,z + yaw,pitch,roll + scale) in a multi-scale virtual environment (MSVE). Furthermore, this dissertation evaluates auto-adjustment of stereo view parameters techniques for stereoscopic fusion problems in a MSVE. Next, this dissertation presents a bimanual, hybrid user interface which combines traditional tracking devices with computer-vision based "natural" 3D inputs for multi-dimensional visualization in a semi-immersive desktop VR system. In conclusion, this dissertation provides a guideline for research design for evaluating UI and interaction techniques

    A systematic comparison of static and dynamic cues for depth perception

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    Purpose: A clinical diagnosis of stereoblindness does not necessarily preclude compelling depth perception. Qualitative observations suggest that this may be due to the dynamic nature of the stimuli. The purpose of this study was to systematically investigate the effectiveness of static and dynamic stereoscopic stimuli. Methods: Stereoscopic stimuli were presented on a passive polarized stereoscopic monitor and were manipulated as follows: static disparity (baseline condition), dynamic disparity (change in z-location), change in stimulus pattern, change in z-location with pattern change, change in x-location (horizontal shift), a control (nil-disparity signal). All depth-detection thresholds were measured simultaneously using an adaptive four-alternative-forced-choice (4AFC) paradigm with all six conditions randomly interleaved. Results: A total of 127 participants (85 women, 42 men; mean [SD] age, 21 [5] years) with visual acuity better than 0.22 logMAR in both eyes were assessed. In comparison to the static disparity condition, depth-detection thresholds were up to 50% lower for the dynamic disparity conditions, with and without pattern change (P < 0.001). The presence of a changing pattern in isolation (P = 0.71) or a horizontal shift (P = 0.41) did not affect the thresholds. Conclusions: Dynamic disparity information facilitates the extraction of depth in comparison to static disparity signals. This finding may account for the compelling perception of depth reported in individuals with no measurable static stereoacuity. Our findings challenge the traditional definition of stereoblindness and suggest that current diagnostic tests using static stimuli may be suboptimal. We argue that both static and dynamic stimuli should be employed to fully assess the binocular potential of patients when considering management options

    Exploiting Stereoscopic Disparity for Augmenting Human Activity Recognition Performance

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    This work investigates several ways to exploit scene depth information, implicitly available through the modality of stereoscopic disparity in 3D videos, with the purpose of augmenting performance in the problem of recognizing complex human activities in natural settings. The standard state-of-the-art activity recognition algorithmic pipeline consists in the consecutive stages of video description, video representation and video classification. Multimodal, depth-aware modifications to standard methods are being proposed and studied, both for video description and for video representation, that indirectly incorporate scene geometry information derived from stereo disparity. At the description level, this is made possible by suitably manipulating video interest points based on disparity data. At the representation level, the followed approach represents each video by multiple vectors corresponding to different disparity zones, resulting in multiple activity descriptions defined by disparity characteristics. In both cases, a scene segmentation is thus implicitly implemented, based on the distance of each imaged object from the camera during video acquisition. The investigated approaches are flexible and able to cooperate with any monocular low-level feature descriptor. They are evaluated using a publicly available activity recognition dataset of unconstrained stereoscopic 3D videos, consisting in extracts from Hollywood movies, and compared both against competing depth-aware approaches and a state-of-the-art monocular algorithm. Quantitative evaluation reveals that some of the examined approaches achieve state-of-the-art performance

    Motion Parallax in Stereo 3D: Model and Applications

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    Binocular disparity is the main depth cue that makes stereoscopic images appear 3D. However, in many scenarios, the range of depth that can be reproduced by this cue is greatly limited and typically fixed due to constraints imposed by displays. For example, due to the low angular resolution of current automultiscopic screens, they can only reproduce a shallow depth range. In this work, we study the motion parallax cue, which is a relatively strong depth cue, and can be freely reproduced even on a 2D screen without any limits. We exploit the fact that in many practical scenarios, motion parallax provides sufficiently strong depth information that the presence of binocular depth cues can be reduced through aggressive disparity compression. To assess the strength of the effect we conduct psycho-visual experiments that measure the influence of motion parallax on depth perception and relate it to the depth resulting from binocular disparity. Based on the measurements, we propose a joint disparity-parallax computational model that predicts apparent depth resulting from both cues. We demonstrate how this model can be applied in the context of stereo and multiscopic image processing, and propose new disparity manipulation techniques, which first quantify depth obtained from motion parallax, and then adjust binocular disparity information accordingly. This allows us to manipulate the disparity signal according to the strength of motion parallax to improve the overall depth reproduction. This technique is validated in additional experiments

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    A luminance-contrast-aware disparity model and applications

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    Binocular disparity is one of the most important depth cues used by the human visual system. Recently developed stereo-perception models allow us to successfully manipulate disparity in order to improve viewing comfort, depth discrimination as well as stereo content compression and display. Nonetheless, all existing models neglect the substantial influence of luminance on stereo perception. Our work is the first to account for the interplay of luminance contrast (magnitude/frequency) and disparity and our model predicts the human response to complex stereo-luminance images. Besides improving existing disparity-model applications (e.g., difference metrics or compression), our approach offers new possibilities, such as joint luminance contrast and disparity manipulation or the optimization of auto-stereoscopic content. We validate our results in a user study, which also reveals the advantage of considering luminance contrast and its significant impact on disparity manipulation techniques.National Science Foundation (U.S.) (CGV-1111415

    Exploring 3D User Interface Technologies for Improving the Gaming Experience

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    3D user interface technologies have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve better game play experience. This dissertation seeks to improve the gaming experience by exploring several 3DUI technologies. In this work, we focused on stereoscopic 3D viewing (to improve viewing experience) coupled with motion based control, head tracking (to make games more engaging), and faster gesture based menu selection (to reduce cognitive burden associated with menu interaction while playing). We first studied each of these technologies in isolation to understand their benefits for games. We present the results of our experiments to evaluate benefits of stereoscopic 3D (when coupled with motion based control) and head tracking in games. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of these technologies to enhance gaming experiences. We also present the results of our experiments with finger-based menu selection techniques with an aim to find out the fastest technique. Based on these findings, we custom designed an air-combat game prototype which simultaneously uses stereoscopic 3D, head tracking, and finger-count shortcuts to prove that these technologies could be useful for games if the game is designed with these technologies in mind. Additionally, to enhance depth discrimination and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user\u27s look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall gaming experience and discuss the reasons behind our findings. Our experiments indicate that 3D user interface technologies could make gaming experience better if used effectively. The games must be designed to make use of the 3D user interface technologies available in order to provide a better gaming experience to the user. We explored a few technologies as part of this work and obtained some design guidelines for future game designers. We hope that our work will serve as the framework for the future explorations of making games better using 3D user interface technologies

    The effects of stereo disparity on the behavioural and electrophysiological correlates of audio-visual motion in depth.

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    Motion is represented by low-level signals, such as size-expansion in vision or loudness changes in the auditory modality. The visual and auditory signals from the same object or event may be integrated and facilitate detection. We explored behavioural and electrophysiological correlates of congruent and incongruent audio-visual depth motion in conditions where auditory level changes, visual expansion, and visual disparity cues were manipulated. In Experiment 1 participants discriminated auditory motion direction whilst viewing looming or receding, 2D or 3D, visual stimuli. Responses were faster and more accurate for congruent than for incongruent audio-visual cues, and the congruency effect (i.e., difference between incongruent and congruent conditions) was larger for visual 3D cues compared to 2D cues. In Experiment 2, event-related potentials (ERPs) were collected during presentation of the 2D and 3D, looming and receding, audio-visual stimuli, while participants detected an infrequent deviant sound. Our main finding was that audio-visual congruity was affected by retinal disparity at an early processing stage (135 – 160 ms) over occipito-parietal scalp. Topographic analyses suggested that similar brain networks were activated for the 2D and 3D congruity effects, but that cortical responses were stronger in the 3D condition. Differences between congruent and incongruent conditions were observed between 140 – 200 ms, 220 – 280 ms, and 350 – 500 ms after stimulus onset

    Perceived Acceleration in Stereoscopic Animation

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    In stereoscopic media, a sensation of depth is produced through the differences of images presented to the left and the right eyes. These differences are a result of binocular parallax caused by the separation of the cameras used to capture the scene. Creators of stereoscopic media face the challenge of producing compelling depth while restricting the amount of parallax to a comfortable range. Control of camera separation is a key manipulation to control parallax. Sometimes, stereoscopic warping is used in post-production process to selectively increase or decrease depth in certain regions of the image. However, mismatches between camera geometry and natural stereoscopic geometry can theoretically produce nonlinear distortions of perceived space. The relative expansion or compression of the stereoscopic space, in theory, should affect the perceived acceleration of objects moving through that space. This thesis suggests that viewers are tolerant of effects of distortions when perceiving acceleration in a stereoscopic scene
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