Title: Errors in Perceiving Depth with Stereoscopic Displays and Mixed Reality
1Errors in Perceiving Depth with Stereoscopic
Displays and Mixed Reality
- David Drascic Paul Milgram
- Ergonomics in Teleoperation Control Lab
- Mechanical Industrial Engineering Dept.
- University of Toronto
- http//etclab.mie.utoronto.ca
2Overview
- Classification of Mixed Reality Displays
- Practical Context / Motivation
- Review of Perceptual Issues
- Experimental InvestigationContext Ergonomics
3What is Mixed Reality?
Mixed Reality (MR)
Reality - Virtuality Continuum
Real Environment
Virtual Environment
Augmented Reality (AR)
Augmented Virtuality (AV)
Local Remote
4Classes of Mixed Reality (MR)Visual Display Media
- Monitor Based (Window-on-World)
- Dynamic Head Mounted Virtual Window
- Optical See-Through HMD
- Video See-Through HMD
- Large Screen Projection
5Some Ergonomic Issues with MR Stereoscopic
Displays
- Must ensure compatibility among different means
of generating images - Direct Viewing (DV)
- Stereo Video (SV)
- Stereo Graphics (SG)
- Must provide for accurate spatial alignment of
virtual objects with real objects
6Example 1 Virtual Tape Measure for Minimally
Invasive Surgery (SVSG)
7Example 2 Mixed Reality Interactions (DVSG)
8Example 3 Large Screen Projection Displays
- High immersion via large screen size
- Virtual graphics with Direct Viewing (DV)
Overlays - High resolution reality (DV) Variable res
graphics - Head tracking gtViewpoint Dependent Imaging
- Real-world registration critical
Courtesy of ATR Communication Systems Research
Lab, Kyoto
9Implementation Problems
- Video Calibration Errors
- errors in measuring actual stereo video
parameters - errorsgt warp visual space distort perceived
velocities - displays should be completely orthoscopic
- Video/Graphic Mismatches
- differences in video graphics parameters
- affects overlay compatibility
- Interpupillary Distance (IPD) Errors
- affects perception of absolute distances
10(Current) Technology Limitations
- Static / Dynamic Registration Mismatches
(Tracking) - Restricted Fields of View
- Display Resolution Limitations Mismatches
- Display Luminance Limitations Mismatches
- Contrast Mismatches
- Depth Resolution Limitations
- Vertical Alignment Mismatches
11Fundamental Perceptual Factors
- Interposition Inconsistencies
12Interposition/Transparency Effects
- Video-based displays SV never occludes SG
- Depending on texture gt surface effects
- SG images sometimes break down at surfaces
- other times real objects appear transparent
(SG interposition is possible, but with model
of real world)
13Interposition/Transparency Effects
- Video-based displays SV never occludes SG
- Optical HMD displays Combined images always
transparent - DV never occludes SG
- SG never occludes DV (without model)
- Large-screen displays DV always occludes
projected SG image
(e.g. immersive CAVE-type environments)
14Fundamental Perceptual Factors
- Interposition Inconsistencies
- Accommodation - Vergence Conflicts
15Accommodation - Vergence Conflicts
- Common problem with many Stereo displays
- Accommodation distance to screen differs from the
convergence distance to fused image - Cause of eye strain?
- Perceived distance at intermediate point?
16Fundamental Perceptual Factors
- Interposition Inconsistencies
- Accommodation - Vergence Conflicts
- Accommodation Mismatches
17Accommodation Mismatches
- Example Real hand touching virtual object
- Accommodation to real hand (fDV) ? accommodation
to graphic box (fSG) on screen - If box perceived at position p, where will hand
point?
18Fundamental Perceptual Factors
- Interposition Inconsistencies
- Accommodation - Vergence Conflicts
- Accommodation Mismatches
- Absence of Shadow Cues
- Image Quality Differences
19Image Quality Differences
- Real objects appear sharp, in perfect focus, with
high contrast - Virtual objects appear fuzzy, with poor focus and
low contrast - Problem (with all else being equal)
- Fuzzy images appear to be further away
- Low contrast images appear further away
- Darker images appear further away
Accidental Depth Cues?
20Hypothesised Perception - Action Coupling
- Computer draws object at Position 1
(Vergence) - User perceives object at 2 (Accom-Verg
conflict) - User reaches for object, but perceives
(Disparity) error due to binocular disparity - User adjusts hand to Position 3,
(Accom. balancing disparity with other cues
Mismatch) - As hand grasps object, perceived
(Occlusion) position moves to 4
21Summary
- Perceptual factors influence design of Mixed
Reality displays - Accurate perception of objects in MR may be
impossible, due to number of factors and
intra/inter user variability - Computer aiding (computational vision) may
alleviate some factors - MR systems without DV avoid many problems because
SV and SG affected equally
22Experiment 1 SVSG Alignment Performance
Pointer Target Shape
Pointer
Target
- Subjects aligned real and virtual pointers with
real and virtual targets - Found no bias, similar accuracy
23Experiment 1 Principal Results
24Experiment 2 Real/Virtual DV-SG Alignment
25Design of Experiment 2 Real/Virtual DV-SG
Alignment
- Subjects used same CoRD (Computerised Rope
Device) input for all conditions - Condition VP-VT Alignment of Virtual Pointer
(top) with Virtual Target (bottom) - Condition RP-VT Alignment of Real Pointer (top)
with Virtual Target (bottom) - Null Hypothesis Zero alignment errors for all
conditions
26Experiment 2 Results Real/Virtual DV-SG
Alignment
Alignment Error vs Target Distance
Virtual Pointer / Virtual Target
Alignment Error
Real Pointer / Virtual Target
27Experiment 2 Results Sample Pointer Placement
Trajectories
Virtual Pointer
Real Pointer
Alignment Error
Time
Time
28Implications
- Lack of significant differences in alignment
errors gt no evidence of placement problems for
monitor based alignment of VP-VT and RP-VT tasks - Not necessarily true for large screen immersive
MR applications - Evidence of more efficient placement performance
for real-pointer (RP) control