33 research outputs found
Curved Displays, Empirical Horopters, and Ergonomic Design Guidelines
Department of Human Factors EngineeringVisual display products should be comprehensively evaluated from the perspectives of productivity, safety, and well-being. Curved display products are known to provide advantages. Although previous studies found that curved displays increase visual task performance, reduce visual fatigue, and improve the watching experience, these studies did not comprehensively examine the effects of display curvature. Moreover, they used low-fidelity curved screens that may not effectively reflect actual curved displays. The purpose of this thesis was to develop ergonomic design guidelines for determining appropriate display curvatures, considering the productivity, safety, and well-being of visual display terminal (VDT) users. Two studies on monitors and one study on TVs were conducted for this goal. In Study 1, the effects of the display curvature, display zone, and task duration on visual task performance and visual fatigue during a visual search task on a 50-inch multi-monitor were investigated. In Study 2, the effects of the display curvature and task duration on visual task performance, visual fatigue, and user satisfaction during a proofreading task on a 27-inch monitor were investigated, and the associations between ergonomic evaluation elements were then examined. Prediction models of visual fatigue and user satisfaction were subsequently developed. In Study 3, the effects of the display curvature, viewing distance, and lateral viewing position on presence, visual comfort, and user satisfaction during a TV watching task on a 55-inch TV were examined, and the importance of six viewing experience elements affecting user satisfaction was revealed. Finally, ergonomic design guidelines for curved displays were suggested. Based on the results of studies 1 and 2, an appropriate rest-break time was ecommended, taking into account visual task performance and visual fatigue.
Study 1 examined the effects of the display curvature (400 R, 600 R, 1200 R, and flat), display zone (five zones), and task duration (15 and 30 min) on legibility and visual fatigue. A total of 27 participants completed two sets of 15-minute visual search tasks with each curvature setting. The 600 R and 1200 R settings yielded better results compared to the flat setup regarding legibility and perceived visual fatigue. Relative to the corresponding center zone, the outermost zones of the 1200 R and flat settings showed a decrease of 8%???37% in legibility, whereas those of the flat environment showed an increase of 26%???45% in perceived visual fatigue. Across curvatures, legibility decreased by 2%???8%, whereas perceived visual fatigue increased by 22% during the second task set. The two task sets showed an increase of 102% in the eye complaint score and a decrease of 0.3 Hz in the critical fusion frequency, both of which indicated a rise in visual fatigue. To sum up, a curvature of around 600 R, central display zones, and frequent breaks were recommended to improve legibility and reduce visual fatigue.
Study 2 examined the effects of the display curvature and task duration on proofreading performance, visual discomfort, visual fatigue, mental workload, and user satisfaction. Fifty individuals completed four 15-min proofreading tasks at a particular curvature setting. Five display curvatures (600 R, 1140 R, 2000 R, 4000 R and flat) and five task durations (0, 15, 30, 45, and 60 min) were incorporated. The mean proofreading speed at its highest when the display curvature radius was equal to the viewing distance (600 R). Across curvatures, speedaccuracy tradeoffs occurred with proofreading, as indicated by an increase of 15.5% in its mean
speed and a decrease of 22.3% in its mean accuracy over one hour. Meanwhile, the mean perceived visual discomfort, subjective visual fatigue, and mental workload increased, by 54%, 74%, and 24% respectively, during the first 15-min of proofreading. A decrease of 0.4 Hz in the mean critical fusion frequency during the first 15 min and a reduction in the mean blink frequency also indicated increases in visual fatigue and mental workload. The mean user satisfaction decreased by 11% until 45 min. A segmented regression model, in which perceived visual discomfort was used as a predictor, attributed 51% of the variability to visual fatigue. To sum up, a curvature of 600 R was recommended for speedy proofreading. Moreover, the breakpoint was observed be flexible, depending on VDT task types. These findings can contribute to determining ergonomic display curvatures and scheduling interim breaks for speedy but less visually fatiguing proofreading.
Study 3 examined the effects of the display curvature, viewing distance, and lateral viewing position on the TV watching experience. The watching experience was assessed regarding the spatial presence, engagement, ecological validity, negative effects, visual comfort, image quality, and display satisfaction. Four display curvatures (2.3 m, 4 m, 6 m, and flat), two viewing distances (2.3 m and 4 m), and five lateral viewing positions (0 cm, 35 cm, 70 cm, 105 cm, and 140 cm) were evaluated. Seven pairs of individuals per curvature watched ten 5 min videos together, each time at a different viewing distance and lateral viewing position. Spatial presence and engagement increased when the display curvature approached the given viewing distance. Regardless of display curvature and viewing distance and TV watching experience factors, except negative effects, were degraded at more lateral viewing positions. Engagement could effectively explain the display satisfaction. These findings can contribute to enhancing TV watching experiences by recommending specific levels of display curvatures, viewing distances, and lateral viewing positions, as well as providing information on the relative importance of each watching experience element.
This work suggested ergonomic design guidelines for curved displays. In Study 1, a curvature of approximately 600 R, central display zone, and frequent breaks were proposed to improve legibility and reduce visual fatigue during visual search tasks at the viewing distance of 500 mm. In Study 2, a curvature radius of 600 R and a minimum 15-minute break interval were proposed for a speedy proofreading task, at the viewing distance of 600 mm. In Study 3, a display radius of curvature similar to the viewing distance was recommended to improve the viewing experience. These results support that a curved display is ergonomically more beneficial when the display curvature approaches the empirical horopter. A relatively short 15-minute rest-time interval was suggested, considering the decrease of task accuracy and the increase of visual fatigue in studies 1 and 2. Two regression models were selected in Study 2 regarding predictive accuracy. They accounted for 70.4% of subjective visual fatigue variability and 60.2% of user satisfaction variability. Although this work was performed using relatively higher-fidelity mock-ups than previous studies, it is necessary to verify the findings with actual curved display products in the future. Furthermore, various tasks (e.g., word processing, graphics design, and gaming) and personal characteristics (e.g., presbyopia, gender,
visual acuity, and product experience) should be considered to generalize the results of this thesis. These results can contribute to determining the ergonomic display curvature in consideration of productivity, safety, and well-being, and prioritizing elements of the visual fatigue and user satisfaction resulting from VDT work.ope
Methods for reducing visual discomfort in stereoscopic 3D: A review
This work was supported by the EPSRC Grant EP/M01469X/1, “Geometric Evaluation of Stereoscopic Video”
Crosstalk in stereoscopic displays
Crosstalk is an important image quality attribute of stereoscopic 3D displays. The research presented in this thesis examines the presence, mechanisms, simulation, and reduction of crosstalk for a selection of stereoscopic display technologies. High levels of crosstalk degrade the perceived quality of stereoscopic displays hence it is important to minimise crosstalk. This thesis provides new insights which are critical to a detailed understanding of crosstalk and consequently to the development of effective crosstalk reduction techniques
Remote Visual Observation of Real Places Through Virtual Reality Headsets
Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances.
The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems.
To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions.
More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices.
The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues.
Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems
Perceived Depth Control in Stereoscopic Cinematography
Despite the recent explosion of interest in the stereoscopic 3D (S3D) technology, the ultimate prevailing of the S3D medium is still significantly hindered by adverse effects regarding the S3D viewing discomfort. This thesis attempts to improve the S3D viewing experience by investigating perceived depth control methods in stereoscopic cinematography on desktop 3D displays. The main contributions of this work are: (1) A new method was developed to carry out human factors studies on identifying the practical limits of the 3D Comfort Zone on a given 3D display. Our results suggest that it is necessary for cinematographers to identify the specific limits of 3D Comfort Zone on the target 3D display as different 3D systems have different ranges for the 3D Comfort Zone. (2) A new dynamic depth mapping approach was proposed to improve the depth perception in stereoscopic cinematography. The results of a human-based experiment confirmed its advantages in controlling the perceived depth in viewing 3D motion pictures over the existing depth mapping methods. (3) The practicability of employing the Depth of Field (DoF) blur technique in S3D was also investigated. Our results indicate that applying the DoF blur simulation on stereoscopic content may not improve the S3D viewing experience without the real time information about what the viewer is looking at. Finally, a basic guideline for stereoscopic cinematography was introduced to summarise the new findings of this thesis alongside several well-known key factors in 3D cinematography. It is our assumption that this guideline will be of particular interest not only to 3D filmmaking but also to 3D gaming, sports broadcasting, and TV production
Human factors in the perception of stereoscopic images
Research into stereoscopic displays is largely divided into how stereo 3D content looks, a field concerned with distortion, and how such content feels to the viewer, that is, comfort. However, seldom are these measures presented simultaneously. Both comfortable displays with unacceptable 3D and uncomfortable displays with great 3D are undesirable. These two scenarios can render conclusions based on research into these measures both moot and impractical. Furthermore, there is a consensus that more disparity correlates directly with greater viewer discomfort. These experiments, and the dissertation thereof, challenge this notion and argue for a more nuanced argument related to acquisition factors such as interaxial distance (IA) and post processing in the form of horizontal image translation (HIT). Indeed, this research seeks to measure tolerance limits for viewing comfort and perceptual distortions across different camera separations. In the experiments, HIT and IA were altered together. Following Banks et al. (2009), our stimuli were simple stereoscopic hinges, and we measured the perceived angle as a function of camera separation. We compared the predictions based on a ray-tracing model with the perceived 3D shape obtained psychophysically. Participants were asked to judge the angles of 250 hinges at different camera separations (IA and HIT remained linked across a 20 to 100mm range, but the angles ranged between 50° and 130°). In turn, comfort data was obtained using a five-point Likert scale for each trial. Stimuli were presented in orthoscopic conditions with screen and observer field of view (FOV) matched at 45°. The 3D hinge and experimental parameters were run across three distinct series of experiments. The first series involved replicating a typical laboratory scenario where screen position was unchanged (Experiment I), the other presenting scenarios representative of real-world applications for a single viewer (Experiments II, III, and IV), and the last presenting real-world applications for multiple viewers (Experiment V). While the laboratory scenario revealed greatest viewer comfort occurred when a virtual hinge was placed on the screen plane, the single-viewer experiment revealed into-the-screen stereo stimuli was judged flatter while out-of-screen content was perceived more veridically. The multi-viewer scenario revealed a marked decline in comfort for off-axis viewing, but no commensurate effect on distortion; importantly, hinge angles were judged as being the same regardless of off-axis viewing for angles of up to 45. More specifically, the main results are as follows. 1) Increased viewing distance enhances viewer comfort for stereoscopic perception. 2) The amount of disparity present was not correlated with comfort. Comfort is not correlated with angular distortion. 3) Distortion is affected by hinge placement on-screen. There is only a significant effect on comfort when the Camera Separation is at 60mm. 4) A perceptual bias between into the depth orientation of the screen stimuli, in to the screen stimuli were judged as flatter than out of the screen stimuli. 5) Perceived distortion not being affected by oblique viewing. Oblique viewing does not affect perceived comfort. In conclusion, the laboratory experiment highlights the limitations of extrapolating a controlled empirical stimulus into a less controlled “real world” environment. The typical usage scenarios consistently reveal no correlation between the amount of screen disparity (parallax) in the stimulus and the comfort rating. The final usage scenario reveals a perceptual constancy in off-axis viewer conditions for angles of up to 45, which, as reported, is not reflected by a typical ray-tracing model. Stereoscopic presentation with non-orthoscopic HIT may give comfortable 3D. However, there is good reason to believe that this 3D is not being perceived veridically. Comfortable 3D is often incorrectly converged due to the differences between distances specified by disparity and monocular cues. This conflict between monocular and stereo cues in the presentation of S3D content leads to loss of veridicality i.e. a perception of flatness. Therefore, correct HIT is recommended as the starting point for creating realistic and comfortable 3D, and this factor is shown by data to be far more important than limiting screen disparity (i.e. parallax). Based on these findings, this study proposes a predictive model of stereoscopic space for 3D content generators who require flexibility in acquisition parameters. This is important as there is no data for viewing conditions where the acquisition parameters are changed
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3D multiple description coding for error resilience over wireless networks
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Mobile communications has gained a growing interest from both customers and service providers alike in the last 1-2 decades. Visual information is used in many application domains such as remote health care, video –on demand, broadcasting, video surveillance etc. In order to enhance the visual effects of digital video content, the depth perception needs to be provided with the actual visual content. 3D video has earned a significant interest from the research community in recent years, due to the tremendous impact it leaves on viewers and its enhancement of the user’s quality of experience (QoE). In the near future, 3D video is likely to be used in most video applications, as it offers a greater sense of immersion and perceptual experience. When 3D video is compressed and transmitted over error prone channels, the associated packet loss leads to visual quality degradation. When a picture is lost or corrupted so severely that the concealment result is not acceptable, the receiver typically pauses video playback and waits for the next INTRA picture to resume decoding. Error propagation caused by employing predictive coding may degrade the video quality severely. There are several ways used to mitigate the effects of such transmission errors. One widely used technique in International Video Coding Standards is error resilience.
The motivation behind this research work is that, existing schemes for 2D colour video compression such as MPEG, JPEG and H.263 cannot be applied to 3D video content. 3D video signals contain depth as well as colour information and are bandwidth demanding, as they require the transmission of multiple high-bandwidth 3D video streams. On the other hand, the capacity of wireless channels is limited and wireless links are prone to various types of errors caused by noise, interference, fading, handoff, error burst and network congestion. Given the maximum bit rate budget to represent the 3D scene, optimal bit-rate allocation between texture and depth information rendering distortion/losses should be minimised. To mitigate the effect of these errors on the perceptual 3D video quality, error resilience video coding needs to be investigated further to offer better quality of experience (QoE) to end users.
This research work aims at enhancing the error resilience capability of compressed 3D video, when transmitted over mobile channels, using Multiple Description Coding (MDC) in order to improve better user’s quality of experience (QoE).
Furthermore, this thesis examines the sensitivity of the human visual system (HVS) when employed to view 3D video scenes. The approach used in this study is to use subjective testing in order to rate people’s perception of 3D video under error free and error prone conditions through the use of a carefully designed bespoke questionnaire.Petroleum Technology Development Fund (PTDF
Dynamic horizontal image translation in stereo 3D
Im Bereich Stereo 3D (S3D) bezeichnet „Dynamic Horizontal Image Translation
(DHIT)“ das Prinzip, die S3D-Ansichten einer Szene horizontal in entgegengesetzte
Richtungen zu verschieben, wodurch die dargestellte Szene in der Tiefe
verschoben wird. Dies wird vor allem im Kontext von „Active Depth Cuts“
eingesetzt. Hier werden die S3D-Ansichten vor und nach einem Szenenschnitt
so verschoben, dass es nicht zu starken, störenden Tiefensprüngen kommt.
Die menschliche Wahrnehmung der DHIT wurde experimentell untersucht.
Eine der wichtigsten Erkenntnisse war, dass es starke individuelle Unterschiede
in der Empfindlichkeit gegenüber der DHIT gibt. Daher wird empfohlen die
Verschiebungsgeschwindigkeit einer S3D-Ansicht nicht höher als 0,10 °/s bis
0,12 °/s zu wählen, sodass Zuschauerinnen und Zuschauer nicht von der DHIT
gestört werden.
Bei der DHIT kommt es zu einer Verzerrung der dargestellten Szenentiefe. Dies
wird bei dem vorgeschlagenen Ansatz „Distortion-Free Dynamic Horizontal
Image Translation (DHIT+)“ kompensiert, indem der Abstand zwischen den
S3D-Kameras durch Verfahren der Ansichtensynthese angepasst wird. Dieser
Ansatz zeigte sich signifikant weniger störend im Vergleich zur DHIT. Die
Ansichten konnten ohne Wahrnehmungsbeeinträchtigung etwa 50% schneller
verschoben werden.
Ein weiteres vorgeschlagenes Verfahren ist „Gaze Adaptive Convergence in
Stereo 3D Applications (GACS3D)“. Unter Verwendung eines Eyetrackers wird
die Disparität des geschätzten Blickpunkts langsam über die DHIT reduziert.
Dies soll die Ermüdung des visuellen Systems mindern, da die Diskrepanz zwischen
Akkommodation und Konvergenz reduziert wird. In einem Experiment
mit emuliertem Eye-Tracking war GACS3D signifikant weniger störend als eine
normale DHIT. Im Vergleich zwischen dem kompletten GACS3D-Prototypen
und einer Bildsequenz ohne jegliche Verschiebungen konnte jedoch kein
signifikanter Effekt auf den subjektiven Betrachterkomfort registriert werden. Eine
Langzeituntersuchung der Ermüdung des visuellen Systems ist nötig, was über
den Rahmen dieser Dissertation hinausgeht. Da für GACS3D eine hochgenaue
Schätzung der Blickpunktdisparität benötigt wird, wurde die „Probabilistic
Visual Focus Disparity Estimation“ entwickelt. Bei diesem Ansatz wird die
3D-Szenenstruktur in Echtzeit geschätzt und dazu verwendet, die Schätzung
der Blickpunktdisparität deutlich zu verbessern.Dynamic horizontal image translation (DHIT) denotes the act of dynamically
shifting the stereo 3D (S3D) views of a scene in opposite directions so that the
portrayed scene is moved along the depth axis. This technique is predominantly
used in the context of active depth cuts, where the shifting occurs just before
and after a shot cut in order to mitigate depth discontinuities that would
otherwise induce visual fatigue.
The perception of the DHIT was investigated in an experiment. An important
finding was that there are strong individual differences in the sensitivity towards
DHIT. It is therefore recommended to keep the shift speed applied to each
S3D view in the range of 0.10 °/s to 0.12 °/s so that nobody in the audience
gets annoyed by this approach.
When a DHIT is performed, the presented scene depth is distorted, i.e.,
compressed or stretched. A distortion-free dynamic horizontal image translation
(DHIT+) is proposed that mitigates these distortions by adjusting the distance
between the S3D cameras through depth-image-based rendering techniques.
This approach proved to be significantly less annoying. The views could be
shifted about 50% faster without perceptual side effects.
Another proposed approach is called gaze adaptive convergence in stereo 3D
applications (GACS3D). An eye tracker is used to estimate the visual focus
whose disparity is then slowly reduced using the DHIT. This is supposed to
lessen visual fatigue since the infamous accommodation vergence discrepancy
is reduced. GACS3D with emulated eye tracking proved to be significantly less
annoying than a regular DHIT. In a comparison between the complete prototype
and a static horizontal image translation, no significant effect on subjective
visual discomfort could be observed, however. A long-term evaluation of visual
fatigue is necessary, which is beyond the scope of this work. In GACS3D, highly
accurate visual focus disparity is required. Therefore, the probabilistic visual focus disparity estimation (PVFDE) was developed, which utilizes a real-time
estimation of the 3D scene structure to improve the accuracy by orders of
magnitude compared to commonly used approaches
Stereoscopic high dynamic range imaging
Two modern technologies show promise to dramatically increase immersion in
virtual environments. Stereoscopic imaging captures two images representing
the views of both eyes and allows for better depth perception. High dynamic
range (HDR) imaging accurately represents real world lighting as opposed to
traditional low dynamic range (LDR) imaging. HDR provides a better contrast
and more natural looking scenes. The combination of the two technologies in
order to gain advantages of both has been, until now, mostly unexplored due to
the current limitations in the imaging pipeline. This thesis reviews both fields,
proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the
challenges that need to be resolved to enable SHDR and focuses on capture and
compression aspects of that pipeline.
The problems of capturing SHDR images that would potentially require two
HDR cameras and introduce ghosting, are mitigated by capturing an HDR and
LDR pair and using it to generate SHDR images. A detailed user study compared
four different methods of generating SHDR images. Results demonstrated that
one of the methods may produce images perceptually indistinguishable from the
ground truth.
Insights obtained while developing static image operators guided the design
of SHDR video techniques. Three methods for generating SHDR video from an
HDR-LDR video pair are proposed and compared to the ground truth SHDR
videos. Results showed little overall error and identified a method with the least
error.
Once captured, SHDR content needs to be efficiently compressed. Five SHDR
compression methods that are backward compatible are presented. The proposed
methods can encode SHDR content to little more than that of a traditional single
LDR image (18% larger for one method) and the backward compatibility property
encourages early adoption of the format.
The work presented in this thesis has introduced and advanced capture and
compression methods for the adoption of SHDR imaging. In general, this research
paves the way for a novel field of SHDR imaging which should lead to improved
and more realistic representation of captured scenes