Effects of Horizontal Field of View Extension on Spatial Judgments in Virtual Reality

Author(s):  
William Panlener ◽  
David M. Krum ◽  
J. Adam Jones
Author(s):  
Georgianna Lin ◽  
Malcolm Haynes ◽  
Sarthak Srinivas ◽  
Pramod Kotipalli ◽  
Thad Starner

Where should a HWD be placed in a user's visual field? We present two studies that compare comfort, preference, task efficiency and accuracy for various HWD positions. The first study offsets a 9.2° horizontal field-of-view (FOV) display temporally (toward the ear) from 0° to 30° in 10° steps. 30° proves too uncomfortable while 10° is the most preferred position for a simple button-pushing game, corroborating results from previous single-task reading experiments. The second experiment uses a Magic Leap One to compare 10° x 10° FOV interfaces centered at line-of-sight, temporally offset 15° (center-right), inferiorly offset 15° (bottom-center), and offset in both directions (bottom-right) for an order picking task. The bottom-right position proved worst in terms of accuracy and several subjective metrics when compared to the line-of-sight position.


2021 ◽  
Author(s):  
Fei Wu ◽  
George S Bailey ◽  
Thomas Stoffregen ◽  
Evan Suma Rosenberg

2019 ◽  
Vol 39 (6) ◽  
pp. 0612002 ◽  
Author(s):  
陆驰豪 Chihao Lu ◽  
李海峰 Haifeng Li ◽  
高涛 Tao Gao ◽  
徐良 Liang Xu ◽  
李海丽 Haili Li

2020 ◽  
Vol 10 (2) ◽  
pp. 712
Author(s):  
Eduard Muslimov ◽  
Thibault Behaghel ◽  
Emmanuel Hugot ◽  
Kelly Joaquina ◽  
Ilya Guskov

In the present paper, we discuss the design of a projection system with curved display and its enhancement by variably adjusting the curvature. We demonstrate that the focal surface curvature varies significantly with a change of the object position and that it can easily be computed with the Seidel aberration theory. Using this analytically derived curvature value as the starting point, we optimise a refocusable projection system with 90 ° field of view and F / # = 6.2 . It is demonstrated that such a system can provide stable image quality and illumination when refocusing from infinity to 1.5 m. The gain in spatial resolution is as high as 1.54 times with respect to a flat focal surface. Furthermore, we prove that a silicon die can be curved to the required shape with a safety factor of 4.3 in terms of the mechanical stress. Finally, it is shown that the developed system can be used in a virtual reality headset providing high resolution, low distortion and a flexible focusing mode.


2015 ◽  
Vol 6 (2) ◽  
pp. 1
Author(s):  
Ricardo Bustamante de Queiroz ◽  
Teófilo Dutra ◽  
Creto Vidal ◽  
Joaquim Cavalcante-Neto

Crowd Simulation is very important in many virtual reality applications, because it improves the sense of immersion of the users by making the population of agents in the environment to move as real crowds do. Recently, models for simulating crowds, in which each agent is equipped with a synthetic vision system, have shown interesting results regarding the natural manner in which the agents navigate inside the environment thanks to their visual perception. In this article, we propose an upgrade to the agent’s visual system with a panoramic view in order to allow an agent to expand its vision beyond the limit of 180o imposed by the common projection provided by rendering APIs. Also, we analyze different parameters, which are used to define the field of view, to investigate the influence they have on the agent’s behavior. The impacts that those changes may cause on the efficiency of the algorithms are also analysed. A visible change on the agent’s behavior is achieved by using the technique, with a slight loss of performance.


2021 ◽  
Vol 55 (2) ◽  
pp. 54-63
Author(s):  
Peter J. Auster ◽  
Lissa Giacalone

Abstract Predation is an important process influencing the structure of fish communities. There are multiple approaches used to quantify predatory interactions, and all approaches are beneficial but have their limitations. For example, food habit studies only represent results of successful predation events, direct observations by divers are time limited by both depth and temperature as well as observer effects, acoustic approaches cannot directly identify species, and video has field-of-view constraints when using standard cameras. While no approach is without constraints, the recent availability of small off-the-shelf virtual reality (VR) video cameras that can be used in marine environments offers a more spatially comprehensive field-of-view for conducting studies of community composition and species interactions both on the seafloor and in the overlying water column. Here, we demonstrate an approach for collection and analysis of data from stationary VR video to quantify predator-prey interactions at subtropical reefs in Gray’s Reef National Marine Sanctuary (NW Atlantic). This approach does not substitute for other widely used census and behavioral research approaches but augments those with unique analytical products and interpretation.


2019 ◽  
Vol 290 ◽  
pp. 01010
Author(s):  
Marius Leonard Olar ◽  
Marius-Nicolae Risteiu ◽  
Monica Leba

This paper addresses the themes of the interfaces for the devices usable in the virtual reality projects, respectively augmented reality. Smart goggles are typically used to implement these. Today’s device interfaces are designed for use on flat screens, such as monitors, TVs, or smart phone screens. These screens are located some distance away from the eyes of the user, while the lenses of the smart glasses will be just a few millimeters away. Intelligent eyeglass interfaces will have several patterns, some framed in the user’s field of view, others will require sliding on their surface. Everyone’s field of view is unique, and this will require a calibration of the device so that the graphics can be readable.


2007 ◽  
Vol 16 (5) ◽  
pp. 488-508 ◽  
Author(s):  
Helena Pongrac ◽  
Jan Leupold ◽  
Stephan Behrendt ◽  
Berthold Färber ◽  
Georg Färber

Telepresence systems should be designed to assist the human operator as much as possible to fulfill his task. In order to support the user concerning the visual modality, a system was designed that presents virtual reality images combined together with camera images captured at the remote teleoperator environment. In this work, two experiments were conducted. In the first, it was shown that presenting a widened field of view to the human operator enhances the human performance and the feeling of telepresence. In the second, it was examined how the transition between video and virtual views has to be designed. Relevant criteria of this transition were chosen and the results show that the operator's rating of quality, feeling of telepresence, and situation awareness are positively affected by variations of the transition parameters. Furthermore, a trade-off between the rating of quality and the situation awareness was observed. A parameter selection scheme is presented which can serve as a design guideline for combining video and virtual views depending on the desired application.


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