DocumentCode
1368970
Title
Natural Perspective Projections for Head-Mounted Displays
Author
Steinicke, Frank ; Bruder, Gerd ; Kuhl, Scott ; Willemsen, Pete ; Lappe, Markus ; Hinrichs, Klaus
Author_Institution
Inst. of Comput. Sci., Univ. of Munster, Münster, Germany
Volume
17
Issue
7
fYear
2011
fDate
7/1/2011 12:00:00 AM
Firstpage
888
Lastpage
899
Abstract
The display units integrated in today´s head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display field of view (DFOV). A discrepancy between these two fields of view distorts the geometry of the VE in a way that either minifies or magnifies the imagery displayed to the user. It has been shown that this distortion has the potential to affect a user´s perception of the virtual space, sense of presence, and performance on visual search tasks. In this paper, we analyze the user´s perception of a VE displayed in a HMD, which is rendered with different GFOVs. We introduce a psychophysical calibration method to determine the HMD´s actual field of view, which may vary from the nominal values specified by the manufacturer. Furthermore, we conducted two experiments to identify perspective projections for HMDs, which are identified as natural by subjects-even if these perspectives deviate from the perspectives that are inherently defined by the DFOV. In the first experiment, subjects had to adjust the GFOV for a rendered virtual laboratory such that their perception of the virtual replica matched the perception of the real laboratory, which they saw before the virtual one. In the second experiment, we displayed the same virtual laboratory, but restricted the viewing condition in the real world to simulate the limited viewing condition in a HMD environment. We found that subjects evaluate a GFOV as natural when it is larger than the actual DFOV of the HMD-in some cases up to 50 percent-even when subjects viewed the real space with a limited field of view.
Keywords
helmet mounted displays; rendering (computer graphics); virtual reality; 3D scene rendering; display field-of-view; geometric field-of-view; head-mounted displays; natural perspective projection; psychophysical calibration method; virtual environment; virtual world; Calibration; Cameras; Electronic mail; Laboratories; Rendering (computer graphics); Three dimensional displays; Visualization; Virtual reality; field of view.; head-mounted displays; Adult; Calibration; Female; Head; Humans; Image Processing, Computer-Assisted; Male; Man-Machine Systems; Middle Aged; Psychophysics; User-Computer Interface; Visual Fields; Visual Perception;
fLanguage
English
Journal_Title
Visualization and Computer Graphics, IEEE Transactions on
Publisher
ieee
ISSN
1077-2626
Type
jour
DOI
10.1109/TVCG.2010.248
Filename
5620907
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