stereoscopic view
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Author(s):  
Cigdem Uz-Bilgin ◽  
Meredith Thompson ◽  
Eric Klopfer

Abstract A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users' perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one participants played the game using the same game controllers but with different views; 28 had a stereoscopic view (HMD), and 23 had a non-stereoscopic view (computer monitor). Participants explored a diseased cell for clues to diagnose the disease type and recommend a therapy. We gathered surveys, drawings, and spatial tasks conducted in the game environment to gauge learning. Participants' spatial knowledge of the cell environment and knowledge of cell concepts improved after gameplay in both conditions. Spatial presence scores in the stereoscopic condition were higher than the non-stereoscopic condition with a large effect size, however there was no significant difference in levels of spatial knowledge between the two groups. Most all drawings showed a change in cell knowledge, yet some participants only changed in spatial knowledge of the cell, and some changed in both cell knowledge and spatial knowledge. Evidence suggests that a stereoscopic view has a significant effect on users' experience of spatial presence, but that increased presence does not directly translate into spatial learning.


2021 ◽  
Vol 30 (3) ◽  
pp. 272-286
Author(s):  
Roman Dodonov ◽  
◽  
Vira Dodonova ◽  
Oleksandr Konotopenko ◽  
◽  
...  

A stereoscopic view on a particular historical event, in which contemporary assessments are combined with mental stereotypes of a medieval man, allows a slightly different assessment of the chronicle plot about the posthumous “baptism of bones” of Oleg and Yaropolk, Princes of Kyivan Rus, in 1044. While from theological positions it is perceived as an absurdity and a direct violation of the rules of the church, in the Middle Ages this act did not contradict the mass religious beliefs. From an ethical point of view, the action of Yaroslav the Wise was regarded as concern for the souls of the ancestors who died pagans and therefore did not claim for the salvation. The soteriological optimism that prevailed in the eleventh century in countries of the late Christianization, including Kyivan Rus, gave hope that living people were able to influence the fate of the souls of the dead. From a political point of view, the baptism of the ashes of the ancestors and their reburial in the family tomb of the Princes of Kyiv in the Church of the Tithes was aimed at expanding the circle of heavenly patrons and protectors of the princely dynasty, expanding the period of the Christian history of Kyivan Rus, and, as a result, legitimizing the power of Yaroslav the Wise.


CCIT Journal ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 227-234
Author(s):  
Ary Budi Warsito ◽  
Eliando Eliando ◽  
Muhamad Yusup

School education especially on primary school have a big impact to the children. Good and right education can sharpening the brain and influence the student with good attitude. Every information that attractive and easy to understanding is very important to give big impact for every primary school student, it also can provide a pleasant learning experience for these students. Therefore, this research develops a smartphone application that can provide a pleasant experience in learning knowledge of the surrounding environment from objects with virtual reality technology. To display these objects, a 360 ° panoramic image is used or a 2048px width 1024px width with a wide viewing angle (360 degrees) and this can be done by teachers to make the image or search for material sources on the internet. This technology allows students to see objects virtually. In use, this study requires a VR headset as a device for visualizing stereoscopic displays but it does not need installation because it is enough to access a smartphone browser then it will work. The system is designed using the spiral method as a process model and uses a-frame in application development. The interface can be run on the Android operating system. In making this application using the html programming language, laravel framework and a-frame framework.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Meredith Thompson ◽  
Cigdem Uz-Bilgin ◽  
M. Shane Tutwiler ◽  
Melat Anteneh ◽  
Josephine Camille Meija ◽  
...  

Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.


2021 ◽  
Author(s):  
Alejandro Emerio Alfonso Oviedo

This work targets one real world application of stereo vision technology: the computation of the depth information of a moving object in a scene. It uses a stereo camera set that captures the stereoscopic view of the scene. Background subtraction algorithm is used to detect the moving object, supported by the recursive filter of first order as updating method. Mean filter is the pre-processing stage, combined with frame downscaling to reduce the background storage. After thresholding the background subtraction result, the binary image is sent to the software processing unit to compute the centroid of the moving area, and the measured disparity, estimate the disparity by Kalman algorithm, and finally calculate the depth from the estimated disparity. The implementation successfully achieves the objectives of resolution 720p, at 28.68 fps and maximum permissible depth error of ±4 cm (1.066 %) for a depth measuring range from 25 cm to 375 cm.


2021 ◽  
Author(s):  
Alejandro Emerio Alfonso Oviedo

This work targets one real world application of stereo vision technology: the computation of the depth information of a moving object in a scene. It uses a stereo camera set that captures the stereoscopic view of the scene. Background subtraction algorithm is used to detect the moving object, supported by the recursive filter of first order as updating method. Mean filter is the pre-processing stage, combined with frame downscaling to reduce the background storage. After thresholding the background subtraction result, the binary image is sent to the software processing unit to compute the centroid of the moving area, and the measured disparity, estimate the disparity by Kalman algorithm, and finally calculate the depth from the estimated disparity. The implementation successfully achieves the objectives of resolution 720p, at 28.68 fps and maximum permissible depth error of ±4 cm (1.066 %) for a depth measuring range from 25 cm to 375 cm.


Author(s):  
Gaurav Chaurasia ◽  
Arthur Nieuwoudt ◽  
Alexandru-Eugen Ichim ◽  
Richard Szeliski ◽  
Alexander Sorkine-Hornung

We present an end-to-end system for real-time environment capture, 3D reconstruction, and stereoscopic view synthesis on a mobile VR headset. Our solution allows the user to use the cameras on their VR headset as their eyes to see and interact with the real world while still wearing their headset, a feature often referred to as Passthrough. The central challenge when building such a system is the choice and implementation of algorithms under the strict compute, power, and performance constraints imposed by the target user experience and mobile platform. A key contribution of this paper is a complete description of a corresponding system that performs temporally stable passthrough rendering at 72 Hz with only 200 mW power consumption on a mobile Snapdragon 835 platform. Our algorithmic contributions for enabling this performance include the computation of a coarse 3D scene proxy on the embedded video encoding hardware, followed by a depth densification and filtering step, and finally stereoscopic texturing and spatio-temporal up-sampling. We provide a detailed discussion and evaluation of the challenges we encountered, as well as algorithm and performance trade-offs in terms of compute and resulting passthrough quality.;AB@The described system is available to users as the Passthrough+ feature on Oculus Quest. We believe that by publishing the underlying system and methods, we provide valuable insights to the community on how to design and implement real-time environment sensing and rendering on heavily resource constrained hardware.


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