A Re-examination of Dichoptic Tone Mapping

2021 ◽  
Vol 40 (2) ◽  
pp. 1-15
Author(s):  
Minqi Wang ◽  
Emily A. Cooper

Dichoptic tone mapping methods aim to leverage stereoscopic displays to increase visual detail and contrast in images and videos. These methods, which have been called both binocular tone mapping and dichoptic contrast enhancement , selectively emphasize contrast differently in the two eyes’ views. The visual system integrates these contrast differences into a unified percept, which is theorized to contain more contrast overall than each eye’s view on its own. As stereoscopic displays become increasingly common for augmented and virtual reality (AR/VR), dichoptic tone mapping is an appealing technique for imaging pipelines. We sought to examine whether a standard photographic technique, exposure bracketing, could be modified to enhance contrast similarly to dichoptic tone mapping. While assessing the efficacy of this technique with user studies, we also re-evaluated existing dichoptic tone mapping methods. Across several user studies; however, we did not find evidence that either dichoptic tone mapping or dichoptic exposures consistently increased subjective image preferences. We also did not observe improvements in subjective or objective measures of detail visibility. We did find evidence that dichoptic methods enhanced subjective 3D impressions. Here, we present these results and evaluate the potential contributions and current limitations of dichoptic methods for applications in stereoscopic displays.

2022 ◽  
Vol 54 (8) ◽  
pp. 1-37
Author(s):  
Vinicius Souza ◽  
Anderson Maciel ◽  
Luciana Nedel ◽  
Regis Kopper

The effectiveness of a virtual reality experience is strongly affected by the sense of presence of the users involved. This article reviews the different definitions of presence and the main proposed methods to measure it through the analysis of 1,214 papers published in the past 30 years. From the analysis of 239 user studies, we found that 85.8% used subjective measures, 11.7% used a combination of subjective and objective measures, while 2.5% used only objective measures. We also identified, from the studies reviewed, 29 main factors to evoke presence in virtual environments, grouped into four categories: Engagement, Personal Characteristics, Interaction Fidelity, and Display Fidelity.


Author(s):  
Rachel J. Cunio ◽  
David Dommett ◽  
Joseph Houpt

Maintaining spatial awareness is a primary concern for operators, but relying only on visual displays can cause visual system overload and lead to performance decrements. Our study examined the benefits of providing spatialized auditory cues for maintaining visual awareness as a method of combating visual system overload. We examined visual search performance of seven participants in an immersive, dynamic (moving), three-dimensional, virtual reality environment both with no cues, non-masked, spatialized auditory cues, and masked, spatialized auditory cues. Results indicated a significant reduction in visual search time from the no-cue condition when either auditory cue type was presented, with the masked auditory condition slower. The results of this study can inform attempts to improve visual search performance in operational environments, such as determining appropriate display types for providing spatial information.


2012 ◽  
Vol 5 (1) ◽  
pp. 1-10
Author(s):  
Mateusz Woźniak

Brain system responsible for visual perception has been extensively studied. Visual system analyses a wide variety of stimuli in order to let us create adaptive representation of surrounding world. But among vast amounts of processed information come visual cues describing our own bodies. These cues constitute our so-called body-image. We tend to perceive it as a relatively stable structure but recent research, especially within the domain of virtual reality, introduces doubts to this assumption. New problems appear concerning perceiving others’ and our own bodies in virtual space and how does it influence our experience of ourselves and true reality. Recent studies show that how we see our avatars influence how we behave in artificial worlds. It introduces a brand new way of thinking about human embodiment. Virtual reality allows us to transcend beyond the casual visual-sensory-motor integration and create new ways to experience embodiment, temporarily replacing permanent body image with almost any imaginable digital one. Santrauka Smegenų sistema, atsakinga už vizualųjį suvokimą, yra nuodugniai ištirta. Vizualioji sistema analizuoja plačią akstinų įvairovę, padedančią mums sukurti adaptuotą supančio pasaulio reprezentaciją. Tačiau tarp didelio kiekio apdorotos informacijos kyla vizualiosios užuominos, atvaizduojančios mūsų pačių kūnus. Šios užuominos steigia vadinamąjį kūną-atvaizdą. Mes linkstame jį suvokti kaip sąlygiškai stabilią struktūrą, tačiau dabartiniai tyrimai, o ypač tie, kurie vykdomi virtualiojoje realybėje, tokia prielaida verčia suabejoti. Kyla naujų problemų, suvokiant kitų ir mūsų pačių kūnus virtualiojoje erdvėje bei kokios įtakos tai turi mūsų pačių savęs ir tikrosios realybės patyrimui. Nūdieniai tyrinėjimai atskleidžia, kad tai, kaip mes suvokiame savąjį kūniškumą, turi įtakos tam, kaip elgiamės dirbtiniuose pasauliuose. Tai steigia visiškai naują žmogiškojo kūniškumo suvokimo būdą. Virtualioji realybė leidžia mums peržengti paprastą vizualinęjutiminę-motorinę integraciją ir kurti naujus būdus patirti kūniškumą, palaipsniui pakeičiant ilgalaikį kūno atvaizdą bet kokiu įsivaizduojamu skaitmeniniu.


IEEE Access ◽  
2019 ◽  
Vol 7 ◽  
pp. 118359-118369
Author(s):  
Disheng Miao ◽  
Zhongjie Zhu ◽  
Yongqiang Bai ◽  
Gangyi Jiang ◽  
Zhiyong Duan

Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1814
Author(s):  
Yuzhao Liu ◽  
Yuhan Liu ◽  
Shihui Xu ◽  
Kelvin Cheng ◽  
Soh Masuko ◽  
...  

Despite the convenience offered by e-commerce, online apparel shopping presents various product-related risks, as consumers can neither physically see nor try products on themselves. Augmented reality (AR) and virtual reality (VR) technologies have been used to improve the shopping online experience. Therefore, we propose an AR- and VR-based try-on system that provides users a novel shopping experience where they can view garments fitted onto their personalized virtual body. Recorded personalized motions are used to allow users to dynamically interact with their dressed virtual body in AR. We conducted two user studies to compare the different roles of VR- and AR-based try-ons and validate the impact of personalized motions on the virtual try-on experience. In the first user study, the mobile application with the AR- and VR-based try-on is compared to a traditional e-commerce interface. In the second user study, personalized avatars with pre-defined motion and personalized motion is compared to a personalized no-motion avatar with AR-based try-on. The result shows that AR- and VR-based try-ons can positively influence the shopping experience, compared with the traditional e-commerce interface. Overall, AR-based try-on provides a better and more realistic garment visualization than VR-based try-on. In addition, we found that personalized motions do not directly affect the user’s shopping experience.


2021 ◽  
Vol 2 ◽  
Author(s):  
Aniruddha Prithul ◽  
Isayas Berhe Adhanom ◽  
Eelke Folmer

Teleportation is a widely implemented virtual locomotion technique that allows users to navigate beyond the confines of available tracking space with a low possibility of inducing virtual reality (VR) sickness. This paper provides a comprehensive overview of prior research on teleportation. We report results from user studies that have evaluated teleportation in comparison to other locomotion methods and survey improved versions of teleportation. We identify a number of areas for future research.


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