45,413 research outputs found

    Direction Judgement Errors in Perspective Displays

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    Spatial information transfer characteristics of perspective situation displays were investigated by having eight subjects judge the directions of displayed targets relative to a fixed position in the center of computer generated perspective scenes. Their errors in judging azimuth angles varied sinusoidally with the azimuth of the targets. Errors alternated between clockwise and counterclock wise from one direction quadrant to the next. As the perspective geometry was varied between telephoto lens and wide angle lens views, the direction of error gradually reversed in all quadrants. The results can be explained by systematic differences between the three-dimensional stimulus angles and the perspective projections of those angles onto the display screen

    Simplifying collaboration in co-located virtual environments using the active-passive approach

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    The design and implementation of co-located immersive virtual environments with equal interaction possibilities for all participants is a complex topic. The main problem, on a fundamental technical level, is the difficulty of providing perspective-correct images for each participant. There is consensus that the lack of a correct perspective view will negatively affect interaction fidelity and therefore also collaboration. Several research approaches focus on providing a correct perspective view to all participants to enable co-located work. However, these approaches are usually either based on custom hardware solutions that limit the number of users with a correct perspective view or software solutions striving to eliminate or mitigate restrictions with custom image-generation approaches. In this paper we investigate an often overlooked approach to enable collaboration for multiple users in an immersive virtual environment designed for a single user. The approach provides one (active) user with a perspective-correct view while other (passive) users receive visual cues that are not perspective-correct. We used this active-passive approach to investigate the limitations posed by assigning the viewpoint to only one user. The findings of our study, though inconclusive, revealed two curiosities. First, our results suggest that the location of target geometry is an important factor to consider for designing interaction, expanding on prior work that has studied only the relation between user positions. Secondly, there seems to be only a low cost involved in accepting the limitation of providing perspective-correct images to a single user, when comparing with a baseline, during a coordinated work approach. These findings advance our understanding of collaboration in co-located virtual environments and suggest an approach to simplify co-located collaboration

    Panoramic Depth Imaging: Single Standard Camera Approach

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    In this paper we present a panoramic depth imaging system. The system is mosaic-based which means that we use a single rotating camera and assemble the captured images in a mosaic. Due to a setoff of the camera’s optical center from the rotational center of the system we are able to capture the motion parallax effect which enables stereo reconstruction. The camera is rotating on a circular path with a step defined by the angle, equivalent to one pixel column of the captured image. The equation for depth estimation can be easily extracted from the system geometry. To find the corresponding points on a stereo pair of panoramic images the epipolar geometry needs to be determined. It can be shown that the epipolar geometry is very simple if we are doing the reconstruction based on a symmetric pair of stereo panoramic images. We get a symmetric pair of stereo panoramic images when we take symmetric pixel columns on the left and on the right side from the captured image center column. Epipolar lines of the symmetrical pair of panoramic images are image rows. The search space on the epipolar line can be additionaly constrained. The focus of the paper is mainly on the system analysis. Results of the stereo reconstruction procedure and quality evaluation of generated depth images are quite promissing. The system performs well for reconstruction of small indoor spaces. Our finall goal is to develop a system for automatic navigation of a mobile robot in a room

    Virtual space and 2-dimensional effects in perspective displays

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    When interpreting three dimensional spatial relationships presented on a two dimensional display surface, the viewer is required to mentally reconstruct the original information. This reconstruction is influenced by both the perspective geometry of the displayed image and the viewer's eye position relative to the display. In a study which manipulated these variables, subjects judged the azimuth direction of a target object relative to a reference object fixed in the center of a perspective display. The results support a previously developed model which predicted that the azimuth judgement error would be a sinusoidal function of stimulus azimuth. The amplitude of this function was correctly predicted to be systematically modulated by both the perspective geometry of the image and the viewer's eye position relative to the screen. Interaction of the two components of the model, the virtual space effect and the 3D-to-2D projection effect, predicted the relative amplitudes of the sinusoidal azimuth error functions for the various conditions of the experiment. Mean azimuth judgements in some directions differed by as much as 25 degrees as a result of different combinations of eye position and image geometry. The results illustrate the need to consider the effects of perspective geometry when designing spatial information instruments, and show the model to be a reliable predictor of average performance

    Evaluation of optimisation techniques for multiscopic rendering

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    A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work. Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance. This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution. Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately

    Format and basic geometry of a perspective display of air traffic for the cockpit

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    The design and implementation of a perspective display of air traffic for the cockpit is discussed. Parameters of the perspective are variable and interactive so that the appearance of the projected image can be widely varied. This approach makes allowances for exploration of perspective parameters and their interactions. The display was initially used to study the cases of horizontal maneuver biases found in experiments involving a plan view air traffic display format. Experiments to determine the effect of perspective geometry on spatial judgements have evolved from the display program. Several scaling techniques and other adjustments to the perspective are used to tailor the geometry for effective presentation of 3-D traffic situations
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