ABSTRACT
In computer graphics one is often concerned with representing 3D objects on 2D displays, which provide often only a limited display field of view (DFOV) to the observer. Usually, planar geometric projections, in particular linear perspective projections, are applied, which make use of a straightforward mapping of graphical entities in a 3D view frustum to a 2D image plane. Corresponding to the DFOV introduced for computer screens, the aperture angle of the virtual camera is often denoted as geometric field of view (GFOV) [Kjelldahl and Prime 1995]. Projections of virtual objects on a computer screen are affected by the interplay between the GFOV that is used to render the scene, and the DFOV (see Figure 1). In this context, only little research has been conducted to identify perspective projections that appear realistic to users. Instead, graphics designers and developers often choose GFOVs that vary significantly from the DFOV [Steinicke et al. 2009].
- Kjelldahl, L., and Prime, M. 1995. A study on how depth perception is affected by different presentation methods of 3D objects on a 2D display. Computers & Graphics 19, 2, 199--202.Google ScholarCross Ref
- Steinicke, F., Bruder, G., Kuhl, S., Willemsen, P., Lappe, M., and Hinrichs, K. 2009. Judgment of natural perspective projections in head-mounted display environments. In Proceedings of ACM Symposium on Virtual Reality Software and Technology (VRST), 35--42. Google ScholarDigital Library
Index Terms
- Perception of perspective distortions of man-made virtual objects
Recommendations
Virtual Weight Illusion: Weight Perception of Virtual Objects Using Weight Illusions
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing SystemsThis study investigated whether weight illusions in virtual reality (VR) without haptic feedback occur as in the real world. In the experiment, we set up three scenarios to cause three different weight illusions in VR: the size–weight illusion (smaller ...
Funneling and saltation effects for tactile interaction with virtual objects
CHI '12: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsFunneling and saltation are two major illusory feedback techniques for vibration-based tactile feedback. They are often put into practice e.g. to reduce the number of vibrators to be worn on the body and thereby build a less cumbersome feedback device. ...
Physically touching and tasting virtual objects enhances the realism of virtual experiences
Experiment 1 explored the impact of physically touching a virtual object on how realistic the virtual environment (VE) seemed to the user. Subjects in a `no touch' group picked up a 3D virtual image of a kitchen plate in a VE, using a traditional 3D ...
Comments