An Investigation of Head Motion and Perceptual Motion Cues' Influence on User Depth Perception of Augmented Reality Neurosurgical Simulators

Author(s):  
Hamza Ghandorh ◽  
Roy Eagleson ◽  
Sandrine de Ribaupierre
2006 ◽  
Vol 5 (3) ◽  
pp. 33-39 ◽  
Author(s):  
Seokhee Jeon ◽  
Hyeongseop Shim ◽  
Gerard J. Kim

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays


1997 ◽  
Vol 59 (7) ◽  
pp. 1018-1026 ◽  
Author(s):  
Stephen Perrett ◽  
William Noble
Keyword(s):  

2014 ◽  
Vol 8 ◽  
Author(s):  
Hirohito M. Kondo ◽  
Iwaki Toshima ◽  
Daniel Pressnitzer ◽  
Makio Kashino

Author(s):  
Chiara Höhler ◽  
Nils David Rasamoel ◽  
Nina Rohrbach ◽  
John Paulin Hansen ◽  
Klaus Jahn ◽  
...  

Abstract Background Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment. Methods Different aspects of VSP (stereovision and spatial localization/visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients. Results In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = 0.021, p = 0.002, p = 0.046) and in the three-dimensionality task (p = 0.003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = 0.001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = 0.042), whereas the three-dimensionality task was unaffected (p = 0.317). Regression analyses confirmed a lacking impact of patients’ quality of stereovision on AR task performance, while spatial localization/visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks. Conclusion Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization/visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients’ impaired VSP.  Trial registration: The trial was not registered, as it was an observational study.


2020 ◽  
Vol 27 (2) ◽  
pp. 242-256
Author(s):  
Susanne Schmidt ◽  
Gerd Bruder ◽  
Frank Steinicke

Spatial augmented reality (SAR) technology allows one to change the appearance of objects by projecting directly onto their surface without the requirement of wearing glasses, and therefore can be used in many practical applications. In this article, we present a human–subject study, which investigates the research question whether it is possible to use SAR to change one's perception of depth and spatial relationships among objects and humans in a real-world environment. Such projected illusions could open up new possibilities, for example, supporting people who suffer from poor depth perception by compensating distance and size misperceptions. We present three monoscopic projection-based techniques that we adapted from visual arts: (i) color temperature, (ii) luminance contrast, and (iii) blur, and show that each of them can significantly change depth perception, even in a real-world environment when displayed with other distance cues. We discuss practical implications and individual differences in the perception of depth between observers, and we outline future directions to influence and improve human depth perception in the real world.


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