4,681 research outputs found

    Testing QoE in Different 3D HDTV Technologies

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    The three dimensional (3D) display technology has started flooding the consumer television market. There is a number of different systems available with different marketing strategies and different advertised advantages. The main goal of the experiment described in this paper is to compare the systems in terms of achievable Quality of Experience (QoE) in different situations. The display systems considered are the liquid crystal display using polarized light and passive lightweight glasses for the separation of the left- and right-eye images, a plasma display with time multiplexed images and active shutter glasses and a projection system with time multiplexed images and active shutter glasses. As no standardized test methodology has been defined for testing of stereoscopic systems, we develop our own approach to testing different aspects of QoE on different systems without reference using semantic differential scales. We present an analysis of scores with respect to different phenomena under study and define which of the tested aspects can really express a difference in the performance of the considered display technologies

    How to reinforce perception of depth in single two-dimensional pictures

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    The physical conditions of the display of single 2-D pictures, which produce images realistically, were studied by using the characteristics of the intake of the information for visual depth perception. Depth sensitivity, which is defined as the ratio of viewing distance to depth discrimination threshold, was introduced in order to evaluate the availability of various cues for depth perception: binocular parallax, motion parallax, accommodation, convergence, size, texture, brightness, and air-perspective contrast. The effects of binocular parallax in different conditions, the depth sensitivity of which is greatest at a distance of up to about 10 m, were studied with the new versatile stereoscopic display. From these results, four conditions to reinforce the perception of depth in single pictures were proposed, and these conditions are met by the old viewing devices and the new high-definition and wide television displays

    Stereo TV enhancement study Final technical report

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    Human depth perception of television displays in stereo, and nonstereo presentation

    Use of baited remote underwater video (BRUV) and motion analysis for studying the impacts of underwater noise upon free ranging fish and implications for marine energy management

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    © 2016 Elsevier Ltd Free-ranging individual fish were observed using a baited remote underwater video (BRUV) system during sound playback experiments. This paper reports on test trials exploring BRUV design parameters, image analysis and practical experimental designs. Three marine species were exposed to playback noise, provided as examples of behavioural responses to impulsive sound at 163–171 dB re 1 μPa (peak-to-peak SPL) and continuous sound of 142.7 dB re 1 μPa (RMS, SPL), exhibiting directional changes and accelerations. The methods described here indicate the efficacy of BRUV to examine behaviour of free-ranging species to noise playback, rather than using confinement. Given the increasing concern about the effects of water-borne noise, for example its inclusion within the EU Marine Strategy Framework Directive, and the lack of empirical evidence in setting thresholds, this paper discusses the use of BRUV, and short term behavioural changes, in supporting population level marine noise management

    An innovative virtual reality training tool for orthognathic surgery

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    Virtual reality (VR) surgery using Oculus Rift and Leap Motion devices is a multi-sensory, holistic surgical training experience. A multimedia combination including 360° videos, three-dimensional interaction, and stereoscopic videos in VR has been developed to enable trainees to experience a realistic surgery environment. The innovation allows trainees to interact with the individual components of the maxillofacial anatomy and apply surgical instruments while watching close-up stereoscopic three-dimensional videos of the surgery. In this study, a novel training tool for Le Fort I osteotomy based on immersive virtual reality (iVR) was developed and validated. Seven consultant oral and maxillofacial surgeons evaluated the application for face and content validity. Using a structured assessment process, the surgeons commented on the content of the developed training tool, its realism and usability, and the applicability of VR surgery for orthognathic surgical training. The results confirmed the clinical applicability of VR for delivering training in orthognathic surgery. Modifications were suggested to improve the user experience and interactions with the surgical instruments. This training tool is ready for testing with surgical trainees
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