956 resultados para Stereoscopic Display


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Stereoscopic displays present different images to the two eyes and thereby create a compelling three-dimensional (3D) sensation. They are being developed for numerous applications including cinema, television, virtual prototyping, and medical imaging. However, stereoscopic displays cause perceptual distortions, performance decrements, and visual fatigue. These problems occur because some of the presented depth cues (i.e., perspective and binocular disparity) specify the intended 3D scene while focus cues (blur and accommodation) specify the fixed distance of the display itself. We have developed a stereoscopic display that circumvents these problems. It consists of a fast switchable lens synchronized to the display such that focus cues are nearly correct. The system has great potential for both basic vision research and display applications. © 2009 Optical Society of America.

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Stereoscopic displays present different images to the two eyes and thereby create a compelling three-dimensional (3D) sensation. They are being developed for numerous applications including cinema, television, virtual prototyping, and medical imaging. However, stereoscopic displays cause perceptual distortions, performance decrements, and visual fatigue. These problems occur because some of the presented depth cues (i.e., perspective and binocular disparity) specify the intended 3D scene while focus cues (blur and accommodation) specify the fixed distance of the display itself. We have developed a stereoscopic display that circumvents these problems. It consists of a fast switchable lens synchronized to the display such that focus cues are nearly correct. The system has great potential for both basic vision research and display applications.

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Mobile video and gaming are now widely used, and delivery of a glass-free 3D experience is of both research and development interest. The key drawbacks of a conventional 3D display based on a static lenticular lenslet array and parallax barriers are low resolution, limited viewing angle and reduced brightness, mainly because of the need of multiple-pixels for each object point. This study describes the concept and performance of pixel-level cylindrical liquid crystal (LC) lenses, which are designed to steer light to the left and right eye sequentially to form stereo parallax. The width of the LC lenses can be as small as 20-30 μm, so that the associated auto-stereoscopic display will have the same resolution as the 2D display panel in use. Such a thin sheet of tunable LC lens array can be applied directly on existing mobile displays, and can deliver 3D viewing experience while maintaining 2D viewing capability. Transparent electrodes were laser patterned to achieve the single pixel lens resolution, and a high birefringent LC material was used to realise a large diffraction angle for a wide field of view. Simulation was carried out to model the intensity profile at the viewing plane and optimise the lens array based on the measured LC phase profile. The measured viewing angle and intensity profile were compared with the simulation results. © 2014 SPIE.

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PURPOSE: Mammography is known to be one of the most difficult radiographic exams to interpret. Mammography has important limitations, including the superposition of normal tissue that can obscure a mass, chance alignment of normal tissue to mimic a true lesion and the inability to derive volumetric information. It has been shown that stereomammography can overcome these deficiencies by showing that layers of normal tissue lay at different depths. If standard stereomammography (i.e., a single stereoscopic pair consisting of two projection images) can significantly improve lesion detection, how will multiview stereoscopy (MVS), where many projection images are used, compare to mammography? The aim of this study was to assess the relative performance of MVS compared to mammography for breast mass detection. METHODS: The MVS image sets consisted of the 25 raw projection images acquired over an arc of approximately 45 degrees using a Siemens prototype breast tomosynthesis system. The mammograms were acquired using a commercial Siemens FFDM system. The raw data were taken from both of these systems for 27 cases and realistic simulated mass lesions were added to duplicates of the 27 images at the same local contrast. The images with lesions (27 mammography and 27 MVS) and the images without lesions (27 mammography and 27 MVS) were then postprocessed to provide comparable and representative image appearance across the two modalities. All 108 image sets were shown to five full-time breast imaging radiologists in random order on a state-of-the-art stereoscopic display. The observers were asked to give a confidence rating for each image (0 for lesion definitely not present, 100 for lesion definitely present). The ratings were then compiled and processed using ROC and variance analysis. RESULTS: The mean AUC for the five observers was 0.614 +/- 0.055 for mammography and 0.778 +/- 0.052 for multiview stereoscopy. The difference of 0.164 +/- 0.065 was statistically significant with a p-value of 0.0148. CONCLUSIONS: The differences in the AUCs and the p-value suggest that multiview stereoscopy has a statistically significant advantage over mammography in the detection of simulated breast masses. This highlights the dominance of anatomical noise compared to quantum noise for breast mass detection. It also shows that significant lesion detection can be achieved with MVS without any of the artifacts associated with tomosynthesis.

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Recent developments in the area of interactive entertainment have suggested to combine stereoscopic visualization with multi-touch displays, which has the potential to open up new vistas for natural interaction with interactive three-dimensional (3D) applications. However, the question arises how the user interfaces for system control in such 3D setups should be designed in order to provide an effective user experience. In this article we introduce 3D GUI widgets for interaction with stereoscopic touch displays. The design of the widgets was inspired to skeuomorphism and affordances in such a way that the user should be able to operate the virtual objects in the same way as their real-world equivalents. We evaluate the developed widgets and compared them with their 2D counterparts in the scope of an example application in order to analyze the usability of and user behavior with the widgets. The results reveal differences in user behavior with and without stereoscopic display during touch interaction, and show that the developed 2D as well as 3D GUI widgets can be used effectively in different applications.

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Diese Arbeit beschreibt den Evaluationsprozess einer dreidimensionalen Visualisierungstechnik, die am Institut für periphere Mikroelektronik der Universität Kassel entwickelt wurde. Hinter der dreidimensionalen Darstellung mittels Linsenrasterscheibe verbirgt sich eine neue Dimension der Interaktion mit dem Computer. Im Vergleich zu gewöhnlichen dreidimensionalen Darstellungen, bei denen ein 3D-Objekt auf einer 2D-Fläche abgebildet wird und somit nach wie vor nicht aus der Bildschirmebene heraus kann, können bei der stereoskopen Darstellung die Objekte dreidimensional visualisiert werden. Die Objekte tauchen vor, beziehungsweise hinter der Darstellungsebene auf. Da die Linsenrasterscheibe bisher noch nicht wahrnehmungspsychologisch untersucht wurde und auch allgemein auf dem Gebiet der Evaluation von 3D-Systemen nur wenige Untersuchungen mit quantitativen Ergebnissen verfügbar sind (Vollbracht, 1997), besteht hier ein zentrales Forschungsinteresse. Um eine Evaluation dieses 3D-Systems durchzuführen, wird im Theorieteil der Arbeit zunächst der Begriff der Evaluation definiert. Des Weiteren werden die wahrnehmungspsychologischen Grundlagen der monokularen und binokularen Raumwahrnehmung erörtert. Anschließend werden Techniken zur Erzeugung von Tiefe in Bildern und auf Bildschirmen erläutert und die Unterschiede zwischen der technisch erzeugten und der natürlichen Tiefenwahrnehmung näher beleuchtet. Nach der Vorstellung verschiedener stereoskoper Systeme wird näher auf die autostereoskope Linsenrasterscheibe eingegangen. Zum Abschluss des theoretischen Teils dieser Arbeit wird die Theorie des eingesetzten Befindlichkeitsfragebogens veranschaulicht. Gegenstand des empirischen Teils dieser Arbeit sind zwei zentrale Fragestellungen. Erstens soll untersucht werden, ob durch den höheren Informationsgehalt grundlegende Wahrnehmungsleistungen in bestimmten Bereichen positiv beeinflusst werden können. Zweitens soll untersucht werden, ob sich die höhere visuelle Natürlichkeit und die Neuartigkeit der Bildpräsentation auch auf die subjektive Befindlichkeit der Probanden auswirkt. Die empirische Überprüfung dieser Hypothesen erfolgt mittels dreier Experimente. Bei den ersten beiden Experimenten stehen grundlegende wahrnehmungspsychologische Leistungen im Vordergrund, während in der dritten Untersuchung der Bereich der subjektiven Befindlichkeit gemessen wird. Abschließend werden die Ergebnisse der Untersuchungen vorgestellt und diskutiert. Des Weiteren werden konkrete Einsatzmöglichkeiten für die Linsenrasterscheibe aufgezeigt und denkbare nachfolgende experimentelle Vorgehensweisen skizziert.

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The integration of the auditory modality in virtual reality environments is known to promote the sensations of immersion and presence. However it is also known from psychophysics studies that auditory-visual interaction obey to complex rules and that multisensory conflicts may disrupt the adhesion of the participant to the presented virtual scene. It is thus important to measure the accuracy of the auditory spatial cues reproduced by the auditory display and their consistency with the spatial visual cues. This study evaluates auditory localization performances under various unimodal and auditory-visual bimodal conditions in a virtual reality (VR) setup using a stereoscopic display and binaural reproduction over headphones in static conditions. The auditory localization performances observed in the present study are in line with those reported in real conditions, suggesting that VR gives rise to consistent auditory and visual spatial cues. These results validate the use of VR for future psychophysics experiments with auditory and visual stimuli. They also emphasize the importance of a spatially accurate auditory and visual rendering for VR setups.

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This study investigated questions related to half-occlusion processing in human stereoscopic vision: (1) How does the depth location of a half-occluding figure affect the depth localization of adjacent monocular objects? (2) Is three-dimensional slant around vertical axis (geometric effect) affected by half-occlusion constraints? and (3) How the half-occlusion constraints and surface formation processes are manifested in stereoscopic capture? Our results showed that the depth localization of binocular objects affects the depth localization of discrete monocular objects. We also showed that the visual system has a preference for a frontoparallel surface interpretation if the half-occlusion configuration allows multiple interpretation alternatives. When the surface formation was constrained by textures, our results showed that a process of rematching spreading determines the resulting perception and that the spreading can be limited by illusory contours that support the presence of binocularly unmatched figures. The unmatched figures could be present, if the inducing figures producing the illusory surface contained binocular image differences that provided cues for quantitative da Vinci stereopsis. These findings provide evidence of the significant role of half-occlusions in stereoscopic processing.