Virtual environment stereo image capture using the Unreal Development Kit

Author(s):  
Marius Miknis ◽  
Peter Plassmann ◽  
Carl Jones
2012 ◽  
Vol 21 (4) ◽  
pp. 043004-1
Author(s):  
Woonchul Ham ◽  
Jaebyung Park ◽  
Enkhbaatar Tumenjargal ◽  
Luubaatar Badarch ◽  
Hyeokjae Kwon

2014 ◽  
Author(s):  
Woonchul Ham ◽  
Chulgyu Song ◽  
Hyeokjae Kwon ◽  
Luubaatar Badarch

2021 ◽  
Vol 14 (3) ◽  
pp. 79-90
Author(s):  
N.N. Vasilyeva ◽  
G.I. Rozhkova

The purpose of our study was investigation of the peculiarities of human visual perception in virtual environment created on the basis of stereo technologies. The participants were 100 adults aged from 17 to 79 years (40 males and 60 females, average age 32,9 years). Observation of virtual stereo objects was provided by computer software “Fusion” created for measuring visual fusion reserves which characterize the quality of binocular mechanisms of stereo perception. Test stimuli were random dot stereograms (RDSs) encoding a square test object moving from the screen to the observer. Separate presentation of the stimuli to the left and right eyes was based on the opposite circular polarization method. The participant’s task was to observe virtual stereo objects and describe perceived vi- sual images: their sizes, positions in depth and directions of movement. It has been found that, in conditions of view- ing the same virtual stereo objects, the participants with normally functioning mechanisms of binocular stereopsis could perceive quite different stereo images. On the basis of the perceived stereo image parameters, all participants were divided into four types. The described phenomena and the identified typology of spatial perceptual stereo effects could be considered as the consequences of restructuring interaction of visual sensory, accommodative and oculo-motor mechanisms involved in visible image formation when adapting to a virtual environment.


2011 ◽  
Vol 6 (2) ◽  
pp. 118-129
Author(s):  
Woon-Chul Ham ◽  
Hyeok-Jae Kwon ◽  
Tumenjargal Enkhbaatar
Keyword(s):  

Leonardo ◽  
2014 ◽  
Vol 47 (4) ◽  
pp. 367-374
Author(s):  
Luc Courchesne ◽  
Emmanuel Durand ◽  
Bruno Roy

Three-hundred-sixty-degree audio/visual immersion and the restoration of non-verbal communication cues are essential features for interfaces inviting the human body in cyberspace. The Posture Platform is a network of bases that offers access to a shared virtual environment. Each base is composed of an immersive 360-degree visual display, a surround-sound system, an array of image capture devices, a microphone, an omnidirectional controller/pointer, and a computer with wifi and an internet connection. The Drawing Room is the most recent virtual space developed for the platform. It invites participants to a blank shared space where they draw their own environment collaboratively. The platform, and the project it hosts, is an example of the art, design, and engineering challenges and opportunities associated with development of inhabitable cyberspace.


Author(s):  
Prakash Rao

Image shifts in out-of-focus dark field images have been used in the past to determine, for example, epitaxial relationships in thin films. A recent extension of the use of dark field image shifts has been to out-of-focus images in conjunction with stereoviewing to produce an artificial stereo image effect. The technique, called through-focus dark field electron microscopy or 2-1/2D microscopy, basically involves obtaining two beam-tilted dark field images such that one is slightly over-focus and the other slightly under-focus, followed by examination of the two images through a conventional stereoviewer. The elevation differences so produced are usually unrelated to object positions in the thin foil and no specimen tilting is required.In order to produce this artificial stereo effect for the purpose of phase separation and identification, it is first necessary to select a region of the diffraction pattern containing more than just one discrete spot, with the objective aperture.


Author(s):  
William P. Wergin ◽  
Eric F. Erbe

The eye-brain complex allows those of us with normal vision to perceive and evaluate our surroundings in three-dimensions (3-D). The principle factor that makes this possible is parallax - the horizontal displacement of objects that results from the independent views that the left and right eyes detect and simultaneously transmit to the brain for superimposition. The common SEM micrograph is a 2-D representation of a 3-D specimen. Depriving the brain of the 3-D view can lead to erroneous conclusions about the relative sizes, positions and convergence of structures within a specimen. In addition, Walter has suggested that the stereo image contains information equivalent to a two-fold increase in magnification over that found in a 2-D image. Because of these factors, stereo pair analysis should be routinely employed when studying specimens.Imaging complementary faces of a fractured specimen is a second method by which the topography of a specimen can be more accurately evaluated.


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