The goals of this research are to measure accuracy and precision of depth perception of 3D objects in se-through head-mounted displays for near-field visualization and to set benchmarks for current technology. In this paper we present results on accuracy and precision of perceived depth for stimuli of various forms presented either in a side by side or in a top-bottom configuration. A finding of these experiment is the unexpected relatively high human subject variability measured which we postulate to be correlated with aspects of the methodology used. Further investigations on methodology related to these types of experiments are being conducted. Finally, we report a new benchmark for the precision of perceived depth of 7 mm. ©2004 Copyrig...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
Stereoscopic depth is often included in the design of tele-operation or Virtual Reality (VR) systems...
Eyetracking is typically not available in head-mounted displays, and eye motions are thus simply ign...
The goals of this research are to measure accuracy and precision of depth perception of 3D objects i...
In this paper we investigate human binocular depth perception on 3D electronic display technologies....
In this paper we investigate human binocular depth perception on 3D electronic display technologies....
Abstract—Depth perception is one of the key issues in virtual reality. Many questions within this ar...
Desktop 3D displays vary in their optical design and this results in a significant variation in the ...
Depth perception is an important component of many augmented reality applications. It is, however, s...
Desktop 3D displays vary in their optical design and this results in a significant variation in the ...
The utilization of head-mounted displays (HMDs) in high-end applications such as medical, engineerin...
Accurately rendering depth perception is one of the challenges of creating an augmented virtual worl...
Accurately rendering depth perception is one of the challenges of creating an augmented virtual worl...
Naceri A, Chellali R, Dionnet F, Toma S. Depth Perception within Virtual Environments: A Comparative...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
Stereoscopic depth is often included in the design of tele-operation or Virtual Reality (VR) systems...
Eyetracking is typically not available in head-mounted displays, and eye motions are thus simply ign...
The goals of this research are to measure accuracy and precision of depth perception of 3D objects i...
In this paper we investigate human binocular depth perception on 3D electronic display technologies....
In this paper we investigate human binocular depth perception on 3D electronic display technologies....
Abstract—Depth perception is one of the key issues in virtual reality. Many questions within this ar...
Desktop 3D displays vary in their optical design and this results in a significant variation in the ...
Depth perception is an important component of many augmented reality applications. It is, however, s...
Desktop 3D displays vary in their optical design and this results in a significant variation in the ...
The utilization of head-mounted displays (HMDs) in high-end applications such as medical, engineerin...
Accurately rendering depth perception is one of the challenges of creating an augmented virtual worl...
Accurately rendering depth perception is one of the challenges of creating an augmented virtual worl...
Naceri A, Chellali R, Dionnet F, Toma S. Depth Perception within Virtual Environments: A Comparative...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
Stereoscopic depth is often included in the design of tele-operation or Virtual Reality (VR) systems...
Eyetracking is typically not available in head-mounted displays, and eye motions are thus simply ign...