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Egocentric Depth Judgements in Optical, See-Through Augmented Reality

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Release : 2007
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Book Synopsis Egocentric Depth Judgements in Optical, See-Through Augmented Reality by :

Download or read book Egocentric Depth Judgements in Optical, See-Through Augmented Reality written by . This book was released on 2007. Available in PDF, EPUB and Kindle. Book excerpt: A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the effects of upper versus lower visual field location, the x-ray vision condition, and practice on the task. The experimental findings include evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at 23 meters, as well as a quantification of how much more difficult the x-ray vision condition makes the task. Experiment II used blind walking and verbal report protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality environments.

Egocentric Depth Perception in Optical See-through Augmented Reality

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Release : 2007
Genre : Augmented reality
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Book Synopsis Egocentric Depth Perception in Optical See-through Augmented Reality by : James Adam Jones

Download or read book Egocentric Depth Perception in Optical See-through Augmented Reality written by James Adam Jones. This book was released on 2007. Available in PDF, EPUB and Kindle. Book excerpt: Augmented Reality (AR) is a method of mixing computer-generated graphics with real-world environments. In AR, observers retain the ability to see their physical surroundings while additional (augmented) information is depicted as simulated graphical objects matched to the real-world view. In the following experiments, optical see-through head-mounted displays (HMDs) were used to present observers with both Augmented and Virtual Reality environments. Observers were presented with varied real, virtual, and combined stimuli with and without the addition of motion parallax. The apparent locations of the stimuli were then measured using quantitative methods of egocentric depth judgment. The data collected from these experiments were then used to determine how observers perceived egocentric depth with respect to both real-world and virtual objects.

EGOCENTRIC DEPTH PERCEPTION IN OPTICAL SEE-THROUGH AUGMENTED REALITY.

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Release : 2007
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Book Synopsis EGOCENTRIC DEPTH PERCEPTION IN OPTICAL SEE-THROUGH AUGMENTED REALITY. by :

Download or read book EGOCENTRIC DEPTH PERCEPTION IN OPTICAL SEE-THROUGH AUGMENTED REALITY. written by . This book was released on 2007. Available in PDF, EPUB and Kindle. Book excerpt: Augmented Reality (AR) is a method of mixing computer-generated graphics with real-world environments. In AR, observers retain the ability to see their physical surroundings while additional (augmented) information is depicted as simulated graphical objects matched to the real-world view. In the following experiments, optical see-through head-mounted displays (HMDs) were used to present observers with both Augmented and Virtual Reality environments. Observers were presented with varied real, virtual, and combined stimuli with and without the addition of motion parallax. The apparent locations of the stimuli were then measured using quantitative methods of egocentric depth judgment. The data collected from these experiments were then used to determine how observers perceived egocentric depth with respect to both real-world and virtual objects.

Distributional History of Lycopus Europaeus (European Water-horehound) in North America

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Release : 1970
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Book Synopsis Distributional History of Lycopus Europaeus (European Water-horehound) in North America by : Ronald L. Stuckey

Download or read book Distributional History of Lycopus Europaeus (European Water-horehound) in North America written by Ronald L. Stuckey. This book was released on 1970. Available in PDF, EPUB and Kindle. Book excerpt:

Near-field Depth Perception in See-through Augmented Reality

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Author :
Release : 2010
Genre : Augmented reality
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Book Synopsis Near-field Depth Perception in See-through Augmented Reality by : Gurjot Singh

Download or read book Near-field Depth Perception in See-through Augmented Reality written by Gurjot Singh. This book was released on 2010. Available in PDF, EPUB and Kindle. Book excerpt: This research studied egocentric depth perception in an augmented reality (AR) environment. Specifically, it involved measuring depth perception in the near visual field by using quantitative methods to measure the depth relationships between real and virtual objects. This research involved two goals; first, engineering a depth perception measurement apparatus and related calibration and measuring techniques for collecting depth judgments, and second, testing its effectiveness by conducting an experiment. The experiment compared two complimentary depth judgment protocols: perceptual matching (a closed-loop task) and blind reaching (an open-loop task). It also studied the effect of a highly salient occluding surface; this surface appeared behind, coincident with, and in front of virtual objects. Finally, the experiment studied the relationship between dark vergence and depth perception.

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