그림 1. OSHMD와 VSHMD 개념(출처: A survey of Augmented Reality [5]) 및 비교 Figure 1. Comparison of OSHMD and VSHMD
그림 2. DFOV(Display Field of View)와 GFOV(Geometry Field of View)를 Image Scale Factor 관점으로 비교 (출처: Effects of image scale and system time delay on simulator sickness within head-coupled virtual environments [10], Natural perspective projections for head-mounted displays [11]) Figure 1. Difference of DFOV and GFOV in terms of ISF
그림 3. 60개의 픽셀을 1도(60분)의 화각으로 주시할 경우 사용자는 1 AMPP(Arcmin Per Pixel) 해상도로 본다. 이는 일반인이 실제 사물을 보는 시력에 상응한다. Figure 3. 60 pixels within 1 degree displays 1 arcmin per pixel, which corresponds normal person’s viewing.
그림 4. HMD 착용시 시스템내 단계별 지연 시간. 출처: Perceptual sensitivity to head tracking latency in virtual environments with varying degrees of scene complexity[29]. Figure 4. Display system latency in each step of signal chain.
그림 5. VSHMD의 시점차 (출처: Quantification of Adaptation to Virtual-Eye Location In See-Thru Head-Mounted Displays[35], A Preliminary Investigation of Human Adaptations for Various Virtual Eyes in Video See-Through HMDs[38]) Figure 5. Visual displacement in VSHMD.
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