Abstract
Currently, stereo image presentation is still the dominant commercially used 3D image presentation technology. Widely applied in cinematic applications, gaming, and optical technologies, adverse effects such as fatigue, vertigo, and nausea are well described. However, the origin of those adverse effects is relatively sparsely explored, partially due to technological difficulties in disentangling influencing factors. Stereographic image content commonly varies from real world visual input in a variety of ways. Specifically, in most applications the influence of the observer's eye remains unconsidered. Thus neither accommodation nor changes in image projection due to eye movements are accurately mirrored in stereoscopic 3D image content. In the current study, task performance as well as a subjective experience is assessed in a video-based stereo imaging system, in which the visual impact of accommodation as well as image projection changes due to eye movements can selectively be enabled. In four conditions (ACC accommodation, EM eye movements, ACC&EM, STATIC) subjects performed a time-limited manual accuracy task. Subjects collected pins from predefined touch points with forceps. Task performance was measured by the amount of collected pins per time and compared between the four conditions. Subjective experience was evaluated in a customized questionnaire, and compared to task performance. In the questionnaire task difficulty, experienced depth, immersion, and adverse reactions were analyzed. Thus, the presented study considers the dedicated influences of accommodation and eye movements in 3D perception of stereographic video content. The results shed light on the relevance of active vision in the perception of depth.
Meeting abstract presented at VSS 2017