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Depth-of-field blur effects for first-person navigation in virtual environments

Published: 05 November 2007 Publication History

Abstract

This paper studies the use of visual blur effects, i.e., blurring of parts of the image fed back to the user, for First-Person-Navigations in Virtual Environments (VE). First, we introduce a model of dynamic visual blur for VE which is based on two types of blur effect: (1) a Depth-of-Field blur (DoF blur) which simulates the blurring of objects located in front or back of the focus point of the eyes, and (2) a peripheral blur which simulates the blurring of objects located at the periphery of the field of vision. We introduce two new techniques to improve real-time DoF: (1) a paradigm to compute automatically the focal distance, and (2) a temporal filtering that simulates the accommodation phenomenon. Second, we describe the results of a pilot experiment conducted to study the influence of blur effects on the performance and preference of video gamers during multiplayer sessions. Interestingly, it seems that visual blur effects did not degrade performance of gamers and they were preferred and selected by nearly half of the participants to improve fun and game-play. Taken together, our results suggest that the use of visual blur effects could thus be suitable in videogames and in other virtual environments.

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  • (2024)“Are you feeling sick?” – A systematic literature review of cybersickness in virtual realityACM Computing Surveys10.1145/367000856:11(1-38)Online publication date: 3-Jun-2024
  • (2022)Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501885(1-20)Online publication date: 29-Apr-2022
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cover image ACM Conferences
VRST '07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology
November 2007
259 pages
ISBN:9781595938633
DOI:10.1145/1315184
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 05 November 2007

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Author Tags

  1. accommodation
  2. depth-of-field blur
  3. first-person-navigation
  4. focalization
  5. peripheral blur
  6. videogames
  7. visual blur

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

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  • (2024)Attention Guidance through Video Script: A Case Study of Object Focusing on 360º VR Video ToursProceedings of the 26th Symposium on Virtual and Augmented Reality10.1145/3691573.3691618(247-251)Online publication date: 30-Sep-2024
  • (2024)“Are you feeling sick?” – A systematic literature review of cybersickness in virtual realityACM Computing Surveys10.1145/367000856:11(1-38)Online publication date: 3-Jun-2024
  • (2022)Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501885(1-20)Online publication date: 29-Apr-2022
  • (2019)GeoGCDProceedings of the 11th ACM Symposium on Eye Tracking Research & Applications10.1145/3317959.3321488(1-10)Online publication date: 25-Jun-2019
  • (2019)A Review of Requirements and Approaches for Realistic Visual Perception in Virtual RealityProceedings of the Design Society: International Conference on Engineering Design10.1017/dsi.2019.1951:1(1893-1902)Online publication date: 26-Jul-2019
  • (2017)Perceptual Watermarking for Stereoscopic 3D Image Based on Visual DiscomfortInformation Science and Applications 201710.1007/978-981-10-4154-9_38(323-330)Online publication date: 18-Mar-2017
  • (2016)Visual blur in immersive virtual environmentsProceedings of the 22nd ACM Conference on Virtual Reality Software and Technology10.1145/2993369.2993379(241-250)Online publication date: 2-Nov-2016
  • (2016)Interactive Depth of Focus for Improved Depth PerceptionMedical Imaging and Augmented Reality10.1007/978-3-319-43775-0_20(221-232)Online publication date: 14-Aug-2016
  • (2016)BibliographyEyestrain Reduction in Stereoscopy10.1002/9781119318330.biblio(157-166)Online publication date: 24-Jun-2016
  • (2012)Thin ScreenHandbook of Research on Practices and Outcomes in Virtual Worlds and Environments10.4018/978-1-60960-762-3.ch006(97-115)Online publication date: 2012
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