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Errors in Perceiving Depth with Stereoscopic Displays and Mixed Reality

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Errors in Perceiving Depth with Stereoscopic Displays and Mixed Reality. David Drascic & Paul Milgram. Ergonomics in Teleoperation & Control Lab ... – PowerPoint PPT presentation

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Title: Errors in Perceiving Depth with Stereoscopic Displays and Mixed Reality


1
Errors 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

2
Overview
  • Classification of Mixed Reality Displays
  • Practical Context / Motivation
  • Review of Perceptual Issues
  • Experimental InvestigationContext Ergonomics

3
What is Mixed Reality?
Mixed Reality (MR)
Reality - Virtuality Continuum
Real Environment
Virtual Environment
Augmented Reality (AR)
Augmented Virtuality (AV)
Local Remote
4
Classes 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

5
Some 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

6
Example 1 Virtual Tape Measure for Minimally
Invasive Surgery (SVSG)
7
Example 2 Mixed Reality Interactions (DVSG)

8
Example 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
9
Implementation 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

11
Fundamental Perceptual Factors
  • Interposition Inconsistencies

12
Interposition/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)
13
Interposition/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)
14
Fundamental Perceptual Factors
  • Interposition Inconsistencies
  • Accommodation - Vergence Conflicts

15
Accommodation - 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?

16
Fundamental Perceptual Factors
  • Interposition Inconsistencies
  • Accommodation - Vergence Conflicts
  • Accommodation Mismatches

17
Accommodation 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?

18
Fundamental Perceptual Factors
  • Interposition Inconsistencies
  • Accommodation - Vergence Conflicts
  • Accommodation Mismatches
  • Absence of Shadow Cues
  • Image Quality Differences

19
Image 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?

20
Hypothesised 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

21
Summary
  • 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

22
Experiment 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

23
Experiment 1 Principal Results
24
Experiment 2 Real/Virtual DV-SG Alignment
25
Design 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

26
Experiment 2 Results Real/Virtual DV-SG
Alignment
Alignment Error vs Target Distance
Virtual Pointer / Virtual Target
Alignment Error
Real Pointer / Virtual Target
27
Experiment 2 Results Sample Pointer Placement
Trajectories
Virtual Pointer
Real Pointer
Alignment Error
Time
Time
28
Implications
  • 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
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