- 标题
- 摘要
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- 实验方案
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[IEEE 2018 IEEE Games, Entertainment, Media Conference (GEM) - Galway (2018.8.15-2018.8.17)] 2018 IEEE Games, Entertainment, Media Conference (GEM) - A Review of Resolution Losses for AR/VR Foveated Imaging Applications
摘要: Foveated imaging is of great interest for Augmented and Virtual Reality applications. The resolution losses off-axis simulated in foveated imaging are modelled using cone density on the retina. This article reviews the other factors limiting the resolution off-axis in AR/VR, in particular the impact of the eye lens. Several off-axis resolution simulations are proposed and compared in order to provide some theoretical compression ratios for 4K and 8K display systems. A model taking into account both the cone density across the retina and the optical performance of the eye lens is proposed and evaluated. The variability and challenges of modelling the human eye resolution losses are also discussed, in particular in the case of age-dependence.
关键词: Optics,Virtual Reality,Augmented Reality,Displays,Foveated Imaging
更新于2025-09-23 15:23:52
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Subjective and objective evaluation of visual fatigue caused by continuous and discontinuous use of HMDs
摘要: During continuous use of displays, a short rest can relax users' eyes and relieve visual fatigue. As one of the most important devices of virtual reality, head‐mounted displays (HMDs) can create an immersive 3D virtual world. When users have a short rest during the using of HMDs, they will experience a transition from virtual world to real world. In order to investigate how this change affects users' eye condition, we designed a 2 × 2 experiment to explore the effects of short rest during continuous using of HMDs and compared the results with those of 2D displays. The Visual Fatigue Scale, critical flicker frequency, visual acuity, pupillary diameter, and accommodation response of 80 participants were measured to assess the subject's performance. The experimental results indicated that a short rest during the using of 2D displays could significantly reduce users' visual fatigue. However, the experimental results of using HMDs showed that short rest during continuous using of HMD induced more severe symptoms of subjectively visual discomfort, but reduced the objectively visual fatigue.
关键词: 2D displays,virtual reality,visual fatigue,short rest,head‐mounted displays
更新于2025-09-23 15:23:52
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Statistical validation of utility of head-mounted display projection-based experimental impression evaluation for sequential streetscapes
摘要: This study compared the impression structure of streetscapes gained from field experiments with that from head-mounted display virtual reality experiments. The results were as follows: (1) the field experiment experience had a slight influence on the impressions reported from the head-mounted display experiment; (2) few items exhibited significant differences in impression values for the two experiments; (3) the impression structure comprised three factors—'Openness,' 'Balance,' and 'Activity'—in both experiments, and (4) no significant difference appeared between the two experiments relative to the subscale scores of these three factors. These results show that head-mounted display experiments can substitute field experiments.
关键词: semantic differential method,virtual reality,Impression evaluation,omnidirectional camera,head-mounted display
更新于2025-09-23 15:23:52
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A system for acquiring, processing, and rendering panoramic light field stills for virtual reality
摘要: We present a system for acquiring, processing, and rendering panoramic light field still photography for display in Virtual Reality (VR). We acquire spherical light field datasets with two novel light field camera rigs designed for portable and efficient light field acquisition. We introduce a novel real-time light field reconstruction algorithm that uses a per-view geometry and a disk-based blending field. We also demonstrate how to use a light field prefiltering operation to project from a high-quality offline reconstruction model into our real-time model while suppressing artifacts. We introduce a practical approach for compressing light fields by modifying the VP9 video codec to provide high quality compression with real-time, random access decompression. We combine these components into a complete light field system offering convenient acquisition, compact file size, and high-quality rendering while generating stereo views at 90Hz on commodity VR hardware. Using our system, we built a freely available light field experience application called Welcome to Light Fields featuring a library of panoramic light field stills for consumer VR which has been downloaded over 15,000 times.
关键词: 6DOF,Light Fields,Virtual Reality
更新于2025-09-23 15:23:52
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Charuco Board-Based Omnidirectional Camera Calibration Method
摘要: In this paper, we propose a Charuco board-based omnidirectional camera calibration method to solve the problem of conventional methods requiring overly complicated calibration procedures. Specifically, the proposed method can easily and precisely provide two-dimensional and three-dimensional coordinates of patterned feature points by arranging the omnidirectional camera in the Charuco board-based cube structure. Then, using the coordinate information of the feature points, an intrinsic calibration of each camera constituting the omnidirectional camera can be performed by estimating the perspective projection matrix. Furthermore, without an additional calibration structure, an extrinsic calibration of each camera can be performed, even though only part of the calibration structure is included in the captured image. Compared to conventional methods, the proposed method exhibits increased reliability, because it does not require additional adjustments to the mirror angle or the positions of several pattern boards. Moreover, the proposed method calibrates independently, regardless of the number of cameras comprising the omnidirectional camera or the camera rig structure. In the experimental results, for the intrinsic parameters, the proposed method yielded an average reprojection error of 0.37 pixels, which was better than that of conventional methods. For the extrinsic parameters, the proposed method had a mean absolute error of 0.90° for rotation displacement and a mean absolute error of 1.32 mm for translation displacement.
关键词: virtual reality,camera calibration,omnidirectional camera
更新于2025-09-23 15:23:52
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Home-based visual field test for glaucoma screening comparison with Humphrey perimeter
摘要: Purpose: To present a home-based visual field examination method using a PC monitor or virtual reality glasses and evaluate the reliability of the method by comparing the results with those of the Humphrey perimeter, in order to assess the possibility of glaucoma screening through the Internet. Materials and methods: Software implementing a supra-threshold algorithm for the central 24° (52 points) of visual field at three threshold levels: 1) -4 db, 2) -8 db, and 3) -12 db, from the age-expected sensitivity was used for the purpose of testing. The software uses the web camera as a “virtual photometer” in order to detect room luminosity and allows self-testing using a computer monitor or virtual reality glasses using an Android smartphone with a 6-inch display. The software includes an expert system to analyze the visual field image and validate the reliability of the results. It also allows the physician to combine the results from two or more tests into a single test in order to achieve higher statistical accuracy of the final result. A total of ten patients, 20 eyes tested×52 points per eye=1,040 visual field test points, were compared point to point to those obtained using the Humphrey perimeter for the same patients, as they appeared randomly and consecutively at the glaucoma department within hours. Results: Good receiver operating characteristic/area under the curve coefficient was found, ranging from 0.762 to 0.837 (P,0.001). Sensitivity ranged from 0.637 to 0.942, and specificity ranged from 0.735 to 0.497. Conclusion: The home-based visual field test exhibits a reasonable receiver operating characteristic curve when compared to the Humphrey perimeter, without the need of specialized equipment. The test may be useful for glaucoma screening.
关键词: glaucoma,virtual reality,android smart-phone,online visual field,computer monitor,internet,teleophthalmology,telemedicine,screening
更新于2025-09-23 15:22:29
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[IEEE 2018 IEEE International Conference on Internet of Things and Intelligence System (IOTAIS) - BALI, Indonesia (2018.11.1-2018.11.3)] 2018 IEEE International Conference on Internet of Things and Intelligence System (IOTAIS) - Ultra-low-latency Video Coding Method for Autonomous Vehicles and Virtual Reality Devices
摘要: Applications such as autonomous driving and virtual reality (VR) require low-latency transfer of high definition (HD) video. The proposed ultra-low-latency video coding method, which adopts line-based processing, has 0.44μs latency at minimum for Full-HD video. With multiple line-based image-prediction methods, image-adaptive quantization, and optimized entropy coding, the proposed method achieves compression to 39.0% data size and image quality of 45.4dB. The proposed basic algorithm and the optional 1D-DCT mode achieve compression to 33% and 20%, respectively, without significant visual degradation. These results are comparable to those for H.264 Intra despite one-thousandth ultra-low-latency of the proposed method. With the proposed video coding, the autonomous vehicles and VR devices can transfer HD video using 20% of the bandwidth of the source video without significant latency or visual degradation.
关键词: low latency,video coding,virtual reality (VR),autonomous driving
更新于2025-09-23 15:22:29
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[ACM Press the 24th ACM Symposium - Tokyo, Japan (2018.11.28-2018.12.01)] Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology - VRST '18 - An evaluation of pupillary light response models for 2D screens and VR HMDs
摘要: Pupil diameter changes have been shown to be indicative of user engagement and cognitive load for various tasks and environments. However, it is still not the preferred physiological measure for applied settings. This reluctance to leverage the pupil as an index of user engagement stems from the problem that in scenarios where scene brightness cannot be controlled, the pupil light response confounds the cognitive-emotional response. What if we could predict the light response of an individual’s pupil, thus creating the opportunity to factor it out of the measurement? In this work, we lay the groundwork for this research by evaluating three models of pupillary light response in 2D, and in a virtual reality (VR) environment. Our results show that either a linear or an exponential model can be fit to an individual participant with an easy-to-use calibration procedure. This work opens several new research directions in VR relating to performance analysis and inspires the use of eye tracking beyond gaze as a pointer and foveated rendering.
关键词: light response,Eyetracking,pupil dilation,virtual reality,videos
更新于2025-09-23 15:22:29
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[ACM Press SIGGRAPH ASIA 2016 VR Showcase - Macau (2016.12.05-2016.12.08)] SIGGRAPH ASIA 2016 VR Showcase on - SA '16 - Tunable, a VR reconstruction of "Listening to a Guqin" from emperor Zhao Ji
摘要: With rumors of painted by the Emperor Zhao Ji, who subjugated his nation of Song, as a portrait of himself and his corrupted courtiers Cai Jing and Tong Guan. The work of art has been highly valued not only for being a masterpiece of the painter’s unique portrait painting but also for its superb skills in composition, ingenuity, shaping, depicting and tinting. With a portrait aspect ratio so tall and thin of 1:3, the painter arranged all the figure and surroundings in the bottom half and the figures themselves bottom quarter only. The composition leaves out the space for sky and ground as the skill in later ages named "blank leaving", results in an ethereal and detached individual space, the orientation of still objects and figures wraps up the space towards inside while the pine tree reaching high up to the sky extended the dimension in altitude. Thus, the consideration of space makes it suitable for being a reference of recreation in virtual reality. The Tunable laid its foundation on prior research in the background and content of the painting and then step further in textual research of objects while bringing back the core elements hidden behind the image, the music. The painter and emperor compressed the feeling of music and motion into a still image, yet we are trying to bring it back to life.
关键词: interactive design,virtual reality,Chinese painting
更新于2025-09-23 15:22:29
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Identifying the Optimal 3D Display Technology for Hands-On Virtual Experiential Learning: A Comparison Study
摘要: The purpose of this study was to test different 3D display technologies in a hands-on virtual experiential learning environment (VELE) and determine the optimal 3D display technology. A conceptual framework was firstly proposed to explain the mechanism of how VR display features affect virtual experiential learning. Then, a single-factor within-subject experimental design was adopted for testing. The within-subject factor was three types of 3D display technology: fully immersive virtual reality (VR) mode [VR head-mounted display (HMD)], partially immersive VR mode (3D projection), and augmented reality (AR) mode (AR HMD). The dependent variables were visual comfort, interaction experience, learning experience, and outcome. A virtual math learning environment was established, and the aforementioned display technologies were tested in two hands-on virtual experiential learning scenarios. Results showed that different display technologies significantly affected users’ visual comfort, interaction experience, learning experience, and outcome in experiential learning (ps < 0.05). User ratings on these aspects for the VR HMD were significantly higher than those for the 3D projection and AR HMD. Thus, the VR HMD contributes to a best viewing experience and learning experience in terms of hands-on virtual experiential learning in the scenarios tested. Whether the study results still hold reliably in terms of more complex learning activities and long-term learning needs to be further studied.
关键词: visual comfort,Experiential learning,augmented reality,hands-on learning,virtual reality
更新于2025-09-23 15:21:01