Stereo Display

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Wolfgang Stuerzlinger - One of the best experts on this subject based on the ideXlab platform.

  • the effect of Stereo Display deficiencies on virtual hand pointing
    Human Factors in Computing Systems, 2019
    Co-Authors: Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger
    Abstract:

    The limitations of Stereo Display systems affect depth perception, e.g., due to the vergence-accommodation conflict or diplopia. We performed three studies to understand how Stereo Display deficiencies impact 3D pointing for targets in front of a screen and close to the user, i.e., in peripersonal space. Our first two experiments compare movements with and without a change in visual depth for virtual respectively physical targets. Results indicate that selecting targets along the depth axis is slower and has less throughput for virtual targets, while physical pointing demonstrates the opposite result. We then propose a new 3D extension for Fitts' law that models the effect of Stereo Display deficiencies. Next, our third experiment verifies the model and measures more broadly how the change in visual depth between targets affects pointing performance in peripersonal space and confirms significant effects on time and throughput. Finally, we discuss implications for 3D user interface design.

  • CHI - The Effect of Stereo Display Deficiencies on Virtual Hand Pointing
    Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19, 2019
    Co-Authors: Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger
    Abstract:

    The limitations of Stereo Display systems affect depth perception, e.g., due to the vergence-accommodation conflict or diplopia. We performed three studies to understand how Stereo Display deficiencies impact 3D pointing for targets in front of a screen and close to the user, i.e., in peripersonal space. Our first two experiments compare movements with and without a change in visual depth for virtual respectively physical targets. Results indicate that selecting targets along the depth axis is slower and has less throughput for virtual targets, while physical pointing demonstrates the opposite result. We then propose a new 3D extension for Fitts' law that models the effect of Stereo Display deficiencies. Next, our third experiment verifies the model and measures more broadly how the change in visual depth between targets affects pointing performance in peripersonal space and confirms significant effects on time and throughput. Finally, we discuss implications for 3D user interface design.

  • Do Head-Mounted Display Stereo Deficiencies Affect 3D Pointing Tasks in AR and VR?
    2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019
    Co-Authors: Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca, Duc Minh Pham, Wolfgang Stuerzlinger
    Abstract:

    Most AR and VR headsets use Stereoscopic Displays to show virtual objects in 3D. However, the limitations of current Stereo Display systems affect depth perception through conflicting depth cues, which then also affect virtual hand interaction in peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment to better understand the impact of Stereo Display deficiencies of AR and VR headsets on pointing at close-by targets arranged laterally or along the line of sight. According to our results, the movement direction and the corresponding change in target depth affect pointing time and throughput; subjects' movements towards/away from their head were slower and less accurate than their lateral movements (left/right). However, even though subjects moved faster in AR, we did not observe a significant difference for pointing performance between AR and VR headsets, which means that previously identified differences in depth perception between these platforms seem to have no strong effect on interaction. Our results also help 3D user interface designers understand how changes in target depth affect users' performance in different movement directions in AR and VR.

  • do head mounted Display Stereo deficiencies affect 3d pointing tasks in ar and vr
    IEEE Virtual Reality Conference, 2019
    Co-Authors: Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca, Duc Minh Pham, Wolfgang Stuerzlinger
    Abstract:

    Most AR and VR headsets use Stereoscopic Displays to show virtual objects in 3D. However, the limitations of current Stereo Display systems affect depth perception through conflicting depth cues, which then also affect virtual hand interaction in peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment to better understand the impact of Stereo Display deficiencies of AR and VR headsets on pointing at close-by targets arranged laterally or along the line of sight. According to our results, the movement direction and the corresponding change in target depth affect pointing time and throughput; subjects' movements towards/away from their head were slower and less accurate than their lateral movements (left/right). However, even though subjects moved faster in AR, we did not observe a significant difference for pointing performance between AR and VR headsets, which means that previously identified differences in depth perception between these platforms seem to have no strong effect on interaction. Our results also help 3D user interface designers understand how changes in target depth affect users' performance in different movement directions in AR and VR.

  • CHI Extended Abstracts - Do Stereo Display Deficiencies Affect 3D Pointing
    Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
    Co-Authors: Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger
    Abstract:

    Previous work has documented that limitations of current Stereo Display systems affect depth perception. We performed an experiment to understand if such Stereo Display deficiencies affect 3D pointing for targets in front of a screen and close to the user, i.e., in peri-personal space. Our experiment compares isolated movements with and without a change in visual depth for virtual targets. Results indicate that selecting targets along the depth axis is slower and has less throughput than laterally positioned targets.

Mayra Donaji Barrera Machuca - One of the best experts on this subject based on the ideXlab platform.

  • the effect of Stereo Display deficiencies on virtual hand pointing
    Human Factors in Computing Systems, 2019
    Co-Authors: Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger
    Abstract:

    The limitations of Stereo Display systems affect depth perception, e.g., due to the vergence-accommodation conflict or diplopia. We performed three studies to understand how Stereo Display deficiencies impact 3D pointing for targets in front of a screen and close to the user, i.e., in peripersonal space. Our first two experiments compare movements with and without a change in visual depth for virtual respectively physical targets. Results indicate that selecting targets along the depth axis is slower and has less throughput for virtual targets, while physical pointing demonstrates the opposite result. We then propose a new 3D extension for Fitts' law that models the effect of Stereo Display deficiencies. Next, our third experiment verifies the model and measures more broadly how the change in visual depth between targets affects pointing performance in peripersonal space and confirms significant effects on time and throughput. Finally, we discuss implications for 3D user interface design.

  • CHI - The Effect of Stereo Display Deficiencies on Virtual Hand Pointing
    Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19, 2019
    Co-Authors: Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger
    Abstract:

    The limitations of Stereo Display systems affect depth perception, e.g., due to the vergence-accommodation conflict or diplopia. We performed three studies to understand how Stereo Display deficiencies impact 3D pointing for targets in front of a screen and close to the user, i.e., in peripersonal space. Our first two experiments compare movements with and without a change in visual depth for virtual respectively physical targets. Results indicate that selecting targets along the depth axis is slower and has less throughput for virtual targets, while physical pointing demonstrates the opposite result. We then propose a new 3D extension for Fitts' law that models the effect of Stereo Display deficiencies. Next, our third experiment verifies the model and measures more broadly how the change in visual depth between targets affects pointing performance in peripersonal space and confirms significant effects on time and throughput. Finally, we discuss implications for 3D user interface design.

  • Do Head-Mounted Display Stereo Deficiencies Affect 3D Pointing Tasks in AR and VR?
    2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019
    Co-Authors: Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca, Duc Minh Pham, Wolfgang Stuerzlinger
    Abstract:

    Most AR and VR headsets use Stereoscopic Displays to show virtual objects in 3D. However, the limitations of current Stereo Display systems affect depth perception through conflicting depth cues, which then also affect virtual hand interaction in peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment to better understand the impact of Stereo Display deficiencies of AR and VR headsets on pointing at close-by targets arranged laterally or along the line of sight. According to our results, the movement direction and the corresponding change in target depth affect pointing time and throughput; subjects' movements towards/away from their head were slower and less accurate than their lateral movements (left/right). However, even though subjects moved faster in AR, we did not observe a significant difference for pointing performance between AR and VR headsets, which means that previously identified differences in depth perception between these platforms seem to have no strong effect on interaction. Our results also help 3D user interface designers understand how changes in target depth affect users' performance in different movement directions in AR and VR.

  • do head mounted Display Stereo deficiencies affect 3d pointing tasks in ar and vr
    IEEE Virtual Reality Conference, 2019
    Co-Authors: Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca, Duc Minh Pham, Wolfgang Stuerzlinger
    Abstract:

    Most AR and VR headsets use Stereoscopic Displays to show virtual objects in 3D. However, the limitations of current Stereo Display systems affect depth perception through conflicting depth cues, which then also affect virtual hand interaction in peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment to better understand the impact of Stereo Display deficiencies of AR and VR headsets on pointing at close-by targets arranged laterally or along the line of sight. According to our results, the movement direction and the corresponding change in target depth affect pointing time and throughput; subjects' movements towards/away from their head were slower and less accurate than their lateral movements (left/right). However, even though subjects moved faster in AR, we did not observe a significant difference for pointing performance between AR and VR headsets, which means that previously identified differences in depth perception between these platforms seem to have no strong effect on interaction. Our results also help 3D user interface designers understand how changes in target depth affect users' performance in different movement directions in AR and VR.

  • CHI Extended Abstracts - Do Stereo Display Deficiencies Affect 3D Pointing
    Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
    Co-Authors: Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger
    Abstract:

    Previous work has documented that limitations of current Stereo Display systems affect depth perception. We performed an experiment to understand if such Stereo Display deficiencies affect 3D pointing for targets in front of a screen and close to the user, i.e., in peri-personal space. Our experiment compares isolated movements with and without a change in visual depth for virtual targets. Results indicate that selecting targets along the depth axis is slower and has less throughput than laterally positioned targets.

Anil Ufuk Batmaz - One of the best experts on this subject based on the ideXlab platform.

  • Do Head-Mounted Display Stereo Deficiencies Affect 3D Pointing Tasks in AR and VR?
    2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019
    Co-Authors: Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca, Duc Minh Pham, Wolfgang Stuerzlinger
    Abstract:

    Most AR and VR headsets use Stereoscopic Displays to show virtual objects in 3D. However, the limitations of current Stereo Display systems affect depth perception through conflicting depth cues, which then also affect virtual hand interaction in peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment to better understand the impact of Stereo Display deficiencies of AR and VR headsets on pointing at close-by targets arranged laterally or along the line of sight. According to our results, the movement direction and the corresponding change in target depth affect pointing time and throughput; subjects' movements towards/away from their head were slower and less accurate than their lateral movements (left/right). However, even though subjects moved faster in AR, we did not observe a significant difference for pointing performance between AR and VR headsets, which means that previously identified differences in depth perception between these platforms seem to have no strong effect on interaction. Our results also help 3D user interface designers understand how changes in target depth affect users' performance in different movement directions in AR and VR.

  • do head mounted Display Stereo deficiencies affect 3d pointing tasks in ar and vr
    IEEE Virtual Reality Conference, 2019
    Co-Authors: Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca, Duc Minh Pham, Wolfgang Stuerzlinger
    Abstract:

    Most AR and VR headsets use Stereoscopic Displays to show virtual objects in 3D. However, the limitations of current Stereo Display systems affect depth perception through conflicting depth cues, which then also affect virtual hand interaction in peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment to better understand the impact of Stereo Display deficiencies of AR and VR headsets on pointing at close-by targets arranged laterally or along the line of sight. According to our results, the movement direction and the corresponding change in target depth affect pointing time and throughput; subjects' movements towards/away from their head were slower and less accurate than their lateral movements (left/right). However, even though subjects moved faster in AR, we did not observe a significant difference for pointing performance between AR and VR headsets, which means that previously identified differences in depth perception between these platforms seem to have no strong effect on interaction. Our results also help 3D user interface designers understand how changes in target depth affect users' performance in different movement directions in AR and VR.

Jan Zizka - One of the best experts on this subject based on the ideXlab platform.

  • DSAI - Utilizing Multispectral Scanning and Augmented Reality for Enhancement and Visualization of the Wooden Sculpture Restoration Process
    Procedia Computer Science, 2015
    Co-Authors: Zuzana Berger Haladová, Robert Szemzö, Tomáš Kovačovský, Jan Zizka
    Abstract:

    Abstract Nowadays the digitization of the cultural heritage artefacts utilizing 3D scanning (with RGB or multispectral textures) is broadly used. In our project AREST (Augmented reality and reconstruction in the restoration process) we want to create a full pipeline for producing 3D models of artefacts (wooden statues) in different stages of restoration and utilize them to present the restoration process in the comprehensive way to a broad public. To present the process, we propose a device called Virtual Vitrine which will combine the commercial passive Stereo Display with view dependent Stereo and gesture interaction. An essential part of the project is also an acquisition of multispectral images (textures) of artefacts that can be analysed by professional conservators.

  • Utilizing Multispectral Scanning and Augmented Reality for Enhancement and Visualization of the Wooden Sculpture Restoration Process
    Procedia Computer Science, 2015
    Co-Authors: Zuzana Berger Haladová, Robert Szemzö, Tomáš Kovačovský, Jan Zizka
    Abstract:

    Nowadays the digitization of the cultural heritage artefacts utilizing 3D scanning (with RGB or multispectral textures) is broadly used. In our project AREST (Augmented reality and reconstruction in the restoration process) we want to create a full pipeline for producing 3D models of artefacts (wooden statues) in different stages of restoration and utilize them to present the restoration process in the comprehensive way to a broad public. To present the process, we propose a device called Virtual Vitrine which will combine the commercial passive Stereo Display with view dependent Stereo and gesture interaction. An essential part of the project is also an acquisition of multispectral images (textures) of artefacts that can be analysed by professional conservators.

Martin S Banks - One of the best experts on this subject based on the ideXlab platform.

  • Stereo Display with time-multiplexed focal adjustment
    Proceedings of SPIE, 2009
    Co-Authors: David M. Hoffman, Philip J.w. Hands, Andrew K. Kirby, Gordon D. Love, Martin S Banks
    Abstract:

    In Stereo Displays, binocular disparity creates a striking impression of depth. However, such Displays present focus cues-blur and accommodation-that specify a different depth than disparity, thereby causing a conflict. This conflict causes several problems including misperception of the 3D layout, difficulty fusing binocular images, and visual fatigue. To address these problems, we developed a Display that preserves the advantages of conventional Stereo Displays, while presenting correct or nearly correct focus cues. In our new Stereo Display each eye views a Display through a lens that switches between four focal distances at very high rate. The switches are synchronized to the Display, so focal distance and the distance being simulated on the Display are consistent or nearly consistent with one another. Focus cues for points in--between the four focal planes are simulated by using a depth-weighted blending technique. We will describe the design of the new Display, discuss the retinal images it forms under various conditions, and describe an experiment that illustrates the effectiveness of the Display in maximizing visual performance while minimizing visual fatigue.

  • a Stereo Display prototype with multiple focal distances
    International Conference on Computer Graphics and Interactive Techniques, 2004
    Co-Authors: Kurt Akeley, Simon J Watt, Ahna R Girshick, Martin S Banks
    Abstract:

    Typical Stereo Displays provide incorrect focus cues because the light comes from a single surface. We describe a prototype Stereo Display comprising two independent fixed-viewpoint volumetric Displays. Like autoStereoscopic volumetric Displays, fixed-viewpoint volumetric Displays generate near-correct focus cues without tracking eye position, because light comes from sources at the correct focal distances. (In our prototype, from three image planes at different physical distances.) Unlike autoStereoscopic volumetric Displays, however, fixed-viewpoint volumetric Displays retain the qualities of modern projective graphics: view-dependent lighting effects such as occlusion, specularity, and reflection are correctly depicted; modern graphics processor and 2-D Display technology can be utilized; and realistic fields of view and depths of field can be implemented. While not a practical solution for general-purpose viewing, our prototype Display is a proof of concept and a platform for ongoing vision research. The design, implementation, and verification of this Stereo Display are described, including a novel technique of filtering along visual lines using 1-D texture mapping.