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1.
In this study, we compared visual comfort in 2D/3D modes of the pattern retarder (PR) and shutter glasses (SG) stereoscopic displays by changing viewing factors and image contents. The viewing factors include ambient illuminance/monitor luminance/background luminance and image contents mainly are determined with different disparity limits. The degrees of 2D/3D visual comfort were investigated by using various combinations of ambient illuminance, monitor luminance, background luminance, and disparity limit. A series of psychological experiments were also performed to compare 2D and 3D viewing experiences for the passive PR and active SG stereoscopic displays and to discover more comfortable conditions under various variable combinations. The experiment results show that the various variable combinations affecting visual comfort in the passive PR and active SG stereoscopic displays were significantly different. Finally, we suggest more comfortable conditions of viewing 2D and 3D images for the PR and SG stereoscopic displays.  相似文献   

2.
The threshold for binocular disparity for which a participant can observe a clear stereoscopic image on a 3D TV using Patterned Retarder technology and polarizing eyeglasses is determined for a viewing distance of 2.5 m. An optotype, the letter “m” with a line thickness of 1.08 mm in the upward or downward direction, was used as the stereoscopic stimulus. Under the measurement conditions of the increase and decrease of binocular disparity of the stereoscopic stimulus, the binocular disparity thresholds for 40 participants were measured for the horizontal direction. Most of the participants were in their twenties. The thresholds were measured to be slightly larger for the condition of increasing binocular disparity compared with the condition of decreasing binocular disparity. Personal differences were measured to be noticeable.  相似文献   

3.
This study aimed to assess performance in simulated minimal access surgery (MAS) tasks under a range of viewing conditions. MAS conventionally uses 2d viewing systems which produce a flat image. However, 3d viewing systems which produce stereoscopic depth information should in principle lead to better depth perception, and improve performance on tasks which require appropriate spatial representation of layout and depth. The study compared a novel 3d viewing system with a state of the art 2d viewing system and a direct viewing condition ('open surgery') as a point of reference. Tasks included pulling and cutting of threads using standard surgical instruments. Medical students (n = 16) were allocated to viewing conditions according to a Latin square and carried out 120 tasks each. Assessment was by means of a 3d movement tracking device providing a number of performance parameters (time on task, velocity, number of movements, distance travelled). In addition instrument movement was video-recorded and analysed by four observers to validate the tracking device. Results from tracking data and observer data were highly correlated (r > 0.85). While open surgery naturally scored highest, the key finding was the clearly superior performance in the 3d condition compared to 2d. Thus modern 3d viewing systems can improve performance in a realistic task.  相似文献   

4.
The visual brain fuses the left and right images projected onto the two eyes from a stereoscopic 3D (S3D) display, perceives parallax, and rebuilds a sense of depth. In this process, the eyes adjust vergence and accommodation to adapt to the depths and parallax of the points they gazed at. Conflicts between accommodation and vergence when viewing S3D content potentially lead to visual discomfort. A variety of approaches have been taken towards understanding the perceptual bases of discomfort felt when viewing S3D, including extreme disparities or disparity gradients, negative disparities, dichoptic presentations, and so on. However less effort has been applied towards understanding the role of eye movements as they relate to visual discomfort when viewing S3D. To study eye movements in the context of S3D viewing discomfort, a Shifted-S3D-Image-Database (SSID) is constructed using 11 original nature scene S3D images and their 6 shifted versions. We conducted eye-tracking experiments on humans viewing S3D images in SSID while simultaneously collecting their judgments of experienced visual discomfort. From the collected eye-tracking data, regions of interest (ROIs) were extracted by kernel density estimation using the fixation data, and an empirical formula fitted between the disparities of salient objects marked by the ROIs and the mean opinion scores (MOS). Finally, eye-tracking data was used to analyze the eye movement characteristics related to S3D image quality. Fifteen eye movement features were extracted, and a visual discomfort predication model learned using a support vector regressor (SVR). By analyzing the correlations between features and MOS, we conclude that angular disparity features have a strong correlation with human judgments of discomfort.  相似文献   

5.
《Ergonomics》2012,55(10):999-1016
This study aimed to assess performance in simulated minimal access surgery (MAS) tasks under a range of viewing conditions. MAS conventionally uses 2d viewing systems which produce a flat image. However, 3d viewing systems which produce stereoscopic depth information should in principle lead to better depth perception, and improve performance on tasks which require appropriate spatial representation of layout and depth. The study compared a novel 3d viewing system with a state of the art 2d viewing system and a direct viewing condition (‘open surgery’) as a point of reference. Tasks included pulling and cutting of threads using standard surgical instruments. Medical students (n = 16) were allocated to viewing conditions according to a Latin square and carried out 120 tasks each. Assessment was by means of a 3d movement tracking device providing a number of performance parameters (time on task, velocity, number of movements, distance travelled). In addition instrument movement was video-recorded and analysed by four observers to validate the tracking device. Results from tracking data and observer data were highly correlated (r > 0.85). While open surgery naturally scored highest, the key finding was the clearly superior performance in the 3d condition compared to 2d. Thus modern 3d viewing systems can improve performance in a realistic task.  相似文献   

6.
目的 针对人眼观看立体图像内容可能存在的视觉不舒适性,基于视差对立体图像视觉舒适度的影响,提出了一种结合全局线性和局部非线性视差重映射的立体图像视觉舒适度提升方法。方法 首先,考虑双目融合限制和视觉注意机制,分别结合空间频率和立体显著性因素提取立体图像的全局和局部视差统计特征,并利用支持向量回归构建客观的视觉舒适度预测模型作为控制视差重映射程度的约束;然后,通过构建的预测模型对输入的立体图像的视觉舒适性进行分析,就欠舒适的立体图像设计了一个两阶段的视差重映射策略,分别是视差范围的全局线性重映射和针对提取的潜在欠舒适区域内视差的局部非线性重映射;最后,根据重映射后的视差图绘制得到舒适度提升后的立体图像。结果 在IVY Lab立体图像舒适度测试库上的实验结果表明,相较于相关有代表性的视觉舒适度提升方法对于欠舒适立体图像的处理结果,所提出方法在保持整体场景立体感的同时,能更有效地提升立体图像的视觉舒适度。结论 所提出方法能够根据由不同的立体图像特征构建的视觉舒适度预测模型来自动实施全局线性和局部非线性视差重映射过程,达到既改善立体图像视觉舒适度、又尽量减少视差改变所导致的立体感削弱的目的,从而提升立体图像的整体3维体验。  相似文献   

7.
In observing the stereoscopic display at the viewing distance of 1 m, the amount of the perceived depth was determined by the positions of the crossing point that the viewing direction of two eyes intersect. The positions of the crossing points of stereoscopic stimuli were controlled, and the accommodation was measured by the autorefractometer for the seven participants. Accommodation was also measured when viewing the real film chart which was placed at the same position as these crossing points. The accommodation change when viewing the stereoscopic display was measured to be noticeable only when the crossing point was quite near the participant, but this change was still much smaller compared with the accommodation change when viewing the real film chart. This change in accommodation implies the possible occurrence of fatigue related to the accommodation–convergence conflict, while the constant accommodation within the range of DOF implies no conflict between the accommodation and convergence. This measurement scheme may be used to define the range of DOF where the accommodation remains little changed, and thus define the depth of the 3D object at which no accommodation–convergence conflict occurs, for a given stereoscopic display.  相似文献   

8.
Abstract— This study investigates whether screen luminance or ambient illumination has a significant effect on the perception of 3‐D TV imagery for static images and dynamic films. Two types of stimuli were shown on a multi‐view stereoscopic display: the static image, which included computer‐generated and photographic images, and dynamic film, which contained real‐life and animation images. In each treatment with a different level of screen luminance, subjects completed psychophysical and physiological measurements and subjective comfort evaluations. The results showed that when subjects viewed 3‐D static images, the ambient illumination affected psychophysical visual fatigue and screen luminance had a significant effect on subjective comfort evaluation and visual discrimination performance. However, when subjects viewed 3‐D dynamic films, screen luminance was the major factor causing psychophysical visual fatigue, and ambient illumination significantly affected subjective comfort evaluation. The outcomes contribute to knowledge concerning the suitable viewing conditions for the 3‐D viewing experience. Future work will explore the intolerance threshold of the lowest display luminance or the effect of decomposition of the screen on other physiological measurements.  相似文献   

9.
The present study investigates the effects of relative positions of stereoscopic objects (PSO) (‘Far’ (from viewers) vs. Near’ (to viewers) vs. Both’) and seat location on viewers’ psychological responses. People who watched a movie with Both’ conditions reported more arousal and satisfaction compared to people who watched a movie with either the ‘Far’ or ‘Near’ condition. More importantly, interaction effects were reported such as more dizziness (a) with the ‘Near’ condition if sitting on the left or right side in the cinema and (b) with the ‘Far’ condition if sitting in the middle of the cinema. Additionally, people who wore glasses felt more eye fatigue than those who did not. Secondly, people felt less presence, sensation of depth, and arousal if they had prior experience viewing stereoscopic movies. The results indicate that viewing experience with different PSOs and/or seat locations can influence psychological response.  相似文献   

10.
Abstract— Conventional stereoscopic displays require viewers to unnaturally keep eye accommodation fixed at one focal distance while they dynamically change vergence to view objects at different distances. This forced decoupling of reflexively linked processes fatigues eyes, causes discomfort, compromises image quality, and may lead to pathologies in developing visual systems. Volumetric displays can overcome this conflict, but only for small objects placed within a limited range of viewing distances and accommodation levels, and cannot render occlusion cues correctly. Our multi‐planar True 3‐D displays generate accommodation cues that match vergence and stereoscopic retinal disparity demands and can display images and objects at viewing distances throughout the full range of human accommodation (from 6.25 cm to infinity), better mimicking natural vision and minimizing eye fatigue.  相似文献   

11.
The relationship between differences in individuals' past experience viewing stereoscopic images and their discomfort associated with 3D video was examined. In the current study, 21 subjects were categorized as either inexperienced or experienced viewers of stereoscopic images (12 and 9 subjects, respectively). Two commercially available 3D movies with different depth and motion characteristics were presented to the subjects under two different viewing conditions. Eye discomfort, fatigue in parts of the body, and mental workload were measured. We found that experienced viewers were affected more from moderate depth video with less motion, perhaps because of their higher degree of attention toward subtler depth detail. Experienced viewers reported more severe fatigue in the upper parts of their bodies, which could be attributed to their body adjustments effected in an effort to optimally receive depth information. Inexperienced viewers were affected more by images with more depth and motion, a result perhaps of their initial excitement to experience the new technology. It was shown that particularly depth‐emphasized segments demand higher mental workload from experienced viewers, but the effect is transient and not cumulative. It was found that differences between the two groups are exaggerated under the near viewing condition.  相似文献   

12.
Although numerous potential causes may lead to visual discomfort when viewing content on three‐dimensional (3D) displays, vergence–accommodation conflict is a particular cause of binocular parallax‐based stereoscopic displays, and it is unavoidable. Based on the study of 3D content visual attention, we proposed a novel stereoscopic depth adjustment method to improve the visual comfort and enhance perceived naturalness. The proposed method combined the 3D image saliency and specific viewing condition to establish a novel model for computing the optimum zero‐disparity plane of stereoscopic image. The results of perception experiments, focused on visual comfort and stereoscopic sensation, supported that the proposed method can significantly enhance stereoscopic viewing comfort and even can improve the stereoscopic sensation by insuring the 3D image fusion.  相似文献   

13.
This study explored the viewing distance and screen angle for electronic paper (E-Paper) displays under various light sources, ambient illuminations, and character sizes. Data analysis showed that the mean viewing distance and screen angle were 495 mm and 123.7 degrees. The mean viewing distances for Kolin Chlorestic Liquid Crystal display was 500 mm, significantly longer than Sony electronic ink display, 491 mm. Screen angle for Kolin was 127.4 degrees, significantly greater than that of Sony, 120.0 degrees. Various light sources revealed no significant effect on viewing distances; nevertheless, they showed significant effect on screen angles. The screen angle for sunlight lamp (D65) was similar to that of fluorescent lamp (TL84), but greater than that of tungsten lamp (F). Ambient illumination and E-paper type had significant effects on viewing distance and screen angle. The higher the ambient illumination was, the longer the viewing distance and the lesser the screen angle. Character size had significant effect on viewing distances: the larger the character size, the longer the viewing distance. The results of this study indicated that the viewing distance for E-Paper was similar to that of visual display terminal (VDT) at around 500 mm, but greater than normal paper at about 360 mm. The mean screen angle was around 123.7 degrees, which in terms of viewing angle is 29.5 degrees below horizontal eye level. This result is similar to the general suggested viewing angle between 20 degrees and 50 degrees below the horizontal line of sight.  相似文献   

14.
This study explored the effect of TV size, light source, and ambient illumination on the preferred viewing distance of portable liquid‐crystal‐display televisions. Results showed that the mean preferred viewing distance was 1389 mm. TV size had significant effects on preferred viewing distance. The larger the screen size, the greater the preferred viewing distance, at around 6.7–14.7 times the width of the screen (W). Light sources revealed no significant effect on preferred viewing distance. The effect of ambient illumination on preferred viewing distance was significant. The higher the ambient illumination was, the longer the preferred viewing distance.  相似文献   

15.
Abstract— The quality of the displayed image on mobile devices is affected by the varying ambient illumination conditions. Determining appropriate viewing conditions for particular visual tasks requires time and the appropriate instrumentation. To this end, the usefulness of more practical visual tests for use in clinical environments were explored. Experiments to determine the limitations of mobile displays in terms of the visibility of subtle targets for different background luminance and ambient illumination with two mobile devices were conducted. A noise‐embedded text detection task and a threshold estimation staircase technique for a range of illuminance between 1 and 80,000 lx encompassing conditions found in dark reading rooms, office spaces, and outdoor scenarios has been compared. It was found that the text detection method holds promise as a surrogate for more complicated tests in the framework of a clinically practical implementation.  相似文献   

16.
Abstract— The perceived colors of an image seen on a self‐luminous display are affected by ambient illumination. The ambient light reflected from the display faceplate is mixed with the image‐forming light emitted by the display. In addition to this direct physical effect of viewing flare, ambient illumination causes perceptual changes by affecting the adaptation state of the viewer's visual system. This paper first discusses these effects and how they can be compensated, outlining a display system able to adjust its output based on prevailing lighting conditions. The emphasis is on compensating for the perceptual effects of viewing conditions by means of color‐appearance modeling. The effects of varying the degree of chromatic adaptation parameter D and the surround compensation parameters c and Nc of the CIECAM97s color‐appearance model were studied in psychophysical experiments. In these memory‐based paired comparison experiments, the observers judged the appearance of images shown on an LCD under three different ambient‐illumination conditions. The dependence of the optimal parameter values on the level of ambient illumination was evident. The results of the final experiment, using a category scaling technique, showed the benefit of using the color‐appearance model with the optimized parameters in compensating for the perceptual changes caused by varying ambient illumination.  相似文献   

17.
Many people complain about visual fatigue arising from viewing three‐dimensional (3D) displays. This paper investigates relationship between visual fatigue and viewers' phoria for viewing autostereoscopic 3D displays. Visual fatigue is evaluated through subjective symptoms with a questionnaire and optometric indicators comprising fusion range as well as accommodation convergence/accommodation (AC/A) ratio to measure the variation in visual functions. A screening test is adopted to divide the subjects into two groups based on whether they suffer from phoria. Then a 2 × 2 × 2 mixed design experiment is conducted with display type, viewing stage, and visual state as factors to examine visual fatigue during viewing session. The results show that phoria subjects obtain more severe visual fatigue than normal on subjective evaluation. The normal subjects reveal a more marked difference with phoria in fusion range and AC/A ratio after viewing 3D video clip. Fusion range can significantly distinguish between the two‐dimensional (2D) and 3D condition as well as between the pre‐ and post‐viewing stages. The sensitivity and specificity of fusion range is higher than AC/A ratio with respect to viewing of 3D contents, so it is more appropriate as an optometric indicator of visual fatigue for autostereoscopic 3D displays.  相似文献   

18.
Limits of fusion and depth judgment in stereoscopic color displays   总被引:2,自引:0,他引:2  
The effective use of stereoscopic display systems is dependent, in part, on reliable data describing binocular fusion limits and the accuracy of depth discrimination for such visual display devices. These issues were addressed in three experiments, as were the effects of interocular cross talk. Results showed that limits of fusion were approximately 27.0 min arc for crossed disparity and 24.0 min arc for uncrossed disparity. Subjects were extremely accurate in distinguishing the relative distance among four groups of stimuli, were able to identify a pair of stimuli colocated at the same depth plane within each group, and were fairly accurate in scaling stimuli along the depth dimension. The mean error in using disparity as a depth cue was approximately 2.2 min arc. Interocular cross talk had little effect on fusion limits for 200-ms stimulus presentations but significantly affected fusion for longer (2 s) presentations that enabled vergence responses to be executed. Depth discrimination performance was essentially unaffected by interocular cross talk; however, cross talk significantly influenced subjective ratings of image quality and visual comfort.  相似文献   

19.
A metric of the 3D image quality of autostereoscopic displays based on optical measurements is proposed. This metric uses each view's luminance contrast, which is defined as the ratio of maximum luminance at each viewing position to total luminance at that position. Conventional metrics of the autostereoscopic display based on crosstalk, which uses “wanted” and “unwanted” lights. However, in case of the multiple‐views‐type autostereoscopic displays, it is difficult to distinguish exactly which lights are wanted lights and which are unwanted lights. This paper assumes that the wanted light has a maximum luminance at the good stereoscopic viewing position, and the unwanted light also has a maximum luminance at the worst pseudo‐stereoscopic viewing position. By using the maximum luminance that is indexed by view number of the autostereoscopic display, the proposed method enables characterizing stereoscopic viewing conditions without using wanted/unwanted light. A 3D image quality metric called “stereo luminance contrast,” the average of both eyes' contrast, is proposed. The effectiveness of the proposed metric is confirmed by the results of optical measurement analyses of different types of autostereoscopic displays, such as the two‐view, scan‐backlight, multi‐view, and integral.  相似文献   

20.
This paper describes the development of auto‐stereoscopic three‐dimensional (3D) display with an eye‐tracking system for not only the X‐axis (right–left) and Y‐axis (up–down) plane directions but also the Z‐axis (forward–backward) direction. In the past, the eye‐tracking 3D system for the XY‐axes plane directions that we had developed had a narrow 3D viewing space in the Z‐axis direction because of occurrence of 3D crosstalk variation on screen. The 3D crosstalk variation on screen was occurred when the viewer's eye position moved back and forth along the Z‐axis direction. The reason was that the liquid crystal (LC) barrier pitch was fixed and the LC barrier was able to control the only barrier aperture position. To solve this problem, we developed the LC barrier that is able to control the barrier pitch as well as the barrier aperture position in real time, corresponding to the viewer's eye position. As a result, the 3D viewing space has achieved to expand up to 320–1016 mm from the display surface in the Z‐axis direction and within a range of ±267 mm in the X‐axis direction. In terms of the Y‐axis direction, the viewing space is not necessary to be considered, because of a stripe‐shaped parallax barrier.  相似文献   

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