DocumentCode :
1463867
Title :
Geometric Calibration of Head-Mounted Displays and its Effects on Distance Estimation
Author :
Kellner, Falko ; Bolte, Benjamin ; Bruder, Gerd ; Rautenberg, Ulrich ; Steinicke, Frank ; Lappe, Markus ; Koch, Reinhard
Volume :
18
Issue :
4
fYear :
2012
fDate :
4/1/2012 12:00:00 AM
Firstpage :
589
Lastpage :
596
Abstract :
Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. However, several experiments have provided evidence that egocentric distances are perceived as compressed in VEs relative to the real world. Recent experiments suggest that the virtual view frustum set for rendering the VE has an essential impact on the user´s estimation of distances. In this article we analyze if distance estimation can be improved by calibrating the view frustum for a given HMD and user. Unfortunately, in an immersive virtual reality (VR) environment, a full per user calibration is not trivial and manual per user adjustment often leads to mini- or magnification of the scene. Therefore, we propose a novel per user calibration approach with optical see-through displays commonly used in augmented reality (AR). This calibration takes advantage of a geometric scheme based on 2D point - 3D line correspondences, which can be used intuitively by inexperienced users and requires less than a minute to complete. The required user interaction is based on taking aim at a distant target marker with a close marker, which ensures non-planar measurements covering a large area of the interaction space while also reducing the number of required measurements to five. We found the tendency that a calibrated view frustum reduced the average distance underestimation of users in an immersive VR environment, but even the correctly calibrated view frustum could not entirely compensate for the distance underestimation effects.
Keywords :
augmented reality; calibration; helmet mounted displays; human computer interaction; rendering (computer graphics); 2D point-3D line correspondences; HMD; augmented reality; average distance underestimation reduction; calibrated view frustum; distance estimation; distance underestimation effects; egocentric distance; egocentric perspective; full per user calibration; geometric calibration; geometric scheme; head-mounted display; immersive VR environment; immersive virtual reality environment; manual per user adjustment; optical see-through display; rendering; user interaction; virtual view frustum set; Calibration; Cameras; Estimation; Noise; Target tracking; Three dimensional displays; Vectors; HMD calibration; Optical see-through; distance perception.; Adult; Calibration; Computer Graphics; Computer Simulation; Distance Perception; Equipment Design; Female; Head; Humans; Male; Rotation; User-Computer Interface; Young Adult;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2012.45
Filename :
6165140
Link To Document :
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