Depth perception in a stereoscopic display as a function of number of stimuli, depth range, and number of scale markers.

1957 ◽  
Vol 41 (6) ◽  
pp. 414-418
Author(s):  
John E. Murray
Author(s):  
Robert Patterson ◽  
Wayne L. Martin

This paper reviews much of the basic literature on stereopsis for the purpose of providing information about the ability of humans to utilize stereoscopic information under operational conditions. This review is organized around five functional topics that may be important for the design of many stereoscopic display systems: geometry of stereoscopic depth perception, visual persistence, perceptual interaction among stereoscopic stimuli, neurophysiology of stereopsis, and theoretical considerations. The paper concludes with the presentation of several basic ideas related to the design of stereoscopic displays.


Author(s):  
Liping Lin ◽  
Pingdong Wu ◽  
Jie Huang ◽  
Jian Li

1996 ◽  
Vol 50 (9) ◽  
pp. 1256-1267
Author(s):  
Yasuo Ishigure ◽  
Sakuichi Ohtsuka ◽  
Yasuaki Kanatsugu ◽  
Tatsuo Yoshida ◽  
Shiro Usui

2012 ◽  
Vol 532-533 ◽  
pp. 1214-1218
Author(s):  
Yu Yang ◽  
Yi Chun Zhang ◽  
Jian Zeng Li

While 3DTV technology achieved great development in recent years, 3DTV program production can’t be wildly employed because 3D production is more complex than traditional 2D production. Stereoscopic camera parameters need to be well controlled, because the perceived depth range of stereoscopic display is limited by human factors and stereoscopic image should be kept within this limitation, so that the viewer can experience 3D video without any uncomfortable feeling. Recent stereoscopic image acquisition methods provide precise control to map depth range from scene to screen, but they don’t suit some shooting cases. In this paper, we present two new stereoscopic image creation methods, which are more practical than traditional ones. Additionally, our production methods are presented in two cases: (1) camera separation is unfixed; (2) camera separation is fixed. In the end, experiments are presented and the results show our methods can control the perceived depth very well.


2021 ◽  
Vol 18 (24) ◽  
pp. 1405
Author(s):  
Chaowanan Khundam ◽  
Frédéric Nöel

Virtual Museum (VM) is an application of Virtual Reality (VR) technology generating realistic visualization and sensation to convince museum visitors to interact with digital content. There are many immersive VR devices that support interactive VM applications. We investigate appropriate devices for interaction within VM. We proposed a Storytelling platform to achieve device organization without modification, the story and interaction were self-adapted to the selected device. Three types of interactive content were designed on our Storytelling platform to be applied on different interaction systems: a 2D standard display, a 3D stereoscopic display and a full immersive CAVE. The results showed different performances of each system supporting VM developers to select an appropriate interaction system. The evaluation contributes to the design of content and interaction of VM development with more efficiency based on user requirements. HIGHLIGHTS Three types of interactive content were designed on our Storytelling platform to be applied on different interaction systems: A 2D standard display, a 3D stereoscopic display, and a full immersive CAVE The 2D Powerwall system with a wide range of views provides immersion. However, with two-dimensional displays, users lack depth perception Users spent more time in selection and manipulation in the 3D stereoscopic system because depth perception is added The CAVE system has user attraction or holding power, users spent more interacting time GRAPHICAL ABSTRACT


Author(s):  
John W. Akers ◽  
Elizabeth T. Davis ◽  
Robert A. King

We tested the effect of direction of retinal disparity and stimulus orientation on stereoscopic depth perception to answer three questions. First, are some directions of disparity more efficient than others in providing stereoscopic depth information? Second, does the orientation of an object affect perceived stereoscopic depth? Third, are there any interactions between these parameters? Subjects were tested using a psychophysical, method of constant stimuli procedure with a modified Wheatstone stereoscopic display. Disparity threshold measurements show a significant effect of direction of retinal disparity. Contrary to expectations however, no significant effect of orientation was found if vertical retinal disparities were excluded from the analyses. Stereoacuity thresholds were measurable with obliquely-oriented stimuli and vertical disparity, however, suggesting that vertical disparities can provide useful information. The implications of these results for the graphics, calibration, and design of stereoscopic displays (e.g., HMDs) are discussed.


Author(s):  
J. K. Samarabandu ◽  
R. Acharya ◽  
D. R. Pareddy ◽  
P. C. Cheng

In the study of cell organization in a maize meristem, direct viewing of confocal optical sections in 3D (by means of 3D projection of the volumetric data set, Figure 1) becomes very difficult and confusing because of the large number of nucleus involved. Numerical description of the cellular organization (e.g. position, size and orientation of each structure) and computer graphic presentation are some of the solutions to effectively study the structure of such a complex system. An attempt at data-reduction by means of manually contouring cell nucleus in 3D was reported (Summers et al., 1990). Apart from being labour intensive, this 3D digitization technique suffers from the inaccuracies of manual 3D tracing related to the depth perception of the operator. However, it does demonstrate that reducing stack of confocal images to a 3D graphic representation helps to visualize and analyze complex tissues (Figure 2). This procedure also significantly reduce computational burden in an interactive operation.


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