• Title/Summary/Keyword: 3D visual fatigue

Search Result 81, Processing Time 0.032 seconds

Evaluation of Human Factors on Autostereoscopic 3D Viewing by Using Auditory Stimuli (청각자극을 이용한 무안경방식 3D 영상의 휴먼팩터 평가)

  • Mun, Sungchul;Cho, Sungjin;Park, Min-Chul
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.38C no.11
    • /
    • pp.1000-1009
    • /
    • 2013
  • This study investigated changes in behavioral performance before and after watching a multi-view 3D content by using auditory stimuli based on the selective attention theory in order to quantitatively evaluate 3D visual fatigue. Twenty-one undergraduates were asked to report on their current visual and physical condition both in the pre- and post-experiment. A selective attention task was conducted before and after mobile 3D viewing to compare the changes in performance. After performing a Wilcoxon's matched-pairs signed-ranks test on the subjective ratings of 3D visual fatigue, participants were categorized into two groups, unfatigued and fatigued group with a definite criterion. For the unfatigued group, no significant fatigue effects were found in behavioral response times and accuracies to specific auditory targets. In sharply contrast to the unfatigued group, the fatigued group showed significantly delayed response times and less response accuracies. However, no significant changes in accuracies for a working memory task were observed in both groups.

Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
    • /
    • v.17 no.1
    • /
    • pp.60-72
    • /
    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

Visual Fatigue Reduction Based on Depth Adjustment for DIBR System

  • Liu, Ran;Tan, Yingchun;Tian, Fengchun;Xie, Hui;Tai, Guoqin;Tan, Weimin;Liu, Junling;Xu, Xiaoyan;Kadri, Chaibou;Abakah, Naana
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.4
    • /
    • pp.1171-1187
    • /
    • 2012
  • A depth adjustment method for visual fatigue reduction for depth-image-based rendering (DIBR) system is proposed. One important aspect of the method is that no calibration parameters are needed for adjustment. By analyzing 3D image warping, the perceived depth is expressed as a function of three adjustable parameters: virtual view number, scale factor and depth value of zero parallax setting (ZPS) plane. Adjusting these three parameters according to the proposed parameter modification algorithm when performing 3D image warping can effectively change the perceived depth of stereo pairs generated in DIBR system. As the depth adjustment is performed in simple 3D image warping equations, the proposed method is facilitative for hardware implementation. Experimental results show that the proposed depth adjustment method provides an improvement in visual comfort of stereo pairs as well as generating comfortable stereoscopic images with different perceived depths that people desire.

Recent Progress in Natural Three-Dimensional Display

  • Takaki, Yasuhiro
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2009.10a
    • /
    • pp.505-508
    • /
    • 2009
  • The super multi-view (SMV) display and the high-density directional (HDD) display were proposed as a natural 3D display that is free from the visual fatigue caused by the accommodation-vergence conflict and provides smooth motion parallax. The multi-projection system, the flat-panel system, and the time-multiplexing system are used to construct the HDD displays. The recent progress of the HDD 3D display is reviewed.

  • PDF

Autonomic Nervous System response affected by 3D visual fatigue evoked during watching 3D TV (3D TV 시청으로 유발된 시각피로가 자율신경계 기능에 미치는 영향)

  • Park, Sang-In;Whang, Min-Cheol;Kim, Jong-Wha;Mun, Sung-Chul;Ahn, Sang-Min
    • Science of Emotion and Sensibility
    • /
    • v.14 no.4
    • /
    • pp.653-662
    • /
    • 2011
  • As technology in 3D industry has rapidly advanced, a lot of studies primarily focusing on visual function and cognition have become vigorous. However, studies on effect of 3D visual fatigue on autonomic nervous system have not less been conducted. Thus, this study was to identify and determine the effect that might have a negative influence on sympathetic nervous system, parasympathetic nervous system, and cardiovascular system. Fifteen undergraduates (female: 9, mean age: $22.53{\pm}2.55$) participated and were sat on a comfortable chair, viewing a 3D content during about 1 hour. Cardiac responses like SDNN(standard deviation of RR intervals), RMS-SD(root mean squared successive difference), and HF/LF ratios extracted from the measured PPG(Photo-PlethysmoGram) before viewing 3D were compared to those after viewing 3D. The results showed that after subjects watched the 3D, responses in sympathetic nervous system and parasympathetic nervous system were activated and deactivated, respectively relative to those before watching the 3D. The results showed that HF/LF ratio, Ln(LF), and Ln(HF) after viewing 3D were significantly reduced relative to those before viewing 3D. No significant effects were observed in SDNN and RMS-SD. Results obtained in this study showed that visual fatigue induced by watching 3D adversely influenced autonomic nervous system, and thereby reduced heart rate variability causing sympathetic nervous acceleration.

  • PDF

Visual Fatigue Prediction for Stereoscopic Video Considering Individual Fusional Characteristics (시청자의 입체시 특성을 고려한 3D 비디오의 피로도 예측)

  • Kim, Dong-Hyun;Choi, Sung-Hwan;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
    • /
    • v.16 no.2
    • /
    • pp.331-338
    • /
    • 2011
  • In this paper, we propose a visual fatigue prediction metric which considers individual fusional characteristics for stereoscopic video. It predicts the visual fatigue level by examining the disparity and motion characteristics of 3D videos. In addition, we classified the viewers into 2 groups according to fusional limit and the slope of fusional response which are acquired from random dot stereogram test. Then, Pearson's and Spearman's correlation coefficient was measured between the proposed metrics and the subjective results, acquiring 80% and 79%.

Measurement of Level of Stereoscopic Visual Fatigue for User Discomfort Improvement (사용자 불편함 개선을 위한 입체 영상 피로도 지수 측정)

  • Kim, Jong-Hak;Kim, Jueng-Hun;Ham, Hun-Ho;Cho, Jun-Dong
    • Journal of the Institute of Electronics Engineers of Korea SD
    • /
    • v.48 no.10
    • /
    • pp.20-24
    • /
    • 2011
  • As various 3D contents have been developed recently, number of users who use 3D glasses in the cinema or their house has increased. However, since a stereoscopic image causes visual fatigue, developers also advise children and pregnant against watching it for hours. In this paper, we proposed measurement of level of visual fatigue degree by analyzing histogram obtained from a disparity-map. We used binocular disparity approach which is a fundamental factor occurred by a stereoscopic image. This research can be used as an user discomfort improvement method by referring to a stereoscopic image producing and compensation. To obtain a disparity-map, our proposed method used a census algorithm which is suitable for real-time processing.

Propriety analysis of Depth-Map production methods For Depth-Map based on 20 to 3D Conversion - the Last Bladesman (2D to 3D Conversion에서 Depth-Map 기반 제작 사례연구 - '명장 관우' 제작 중심으로 -)

  • Kim, Hyo In;Kim, Hyung Woo
    • Smart Media Journal
    • /
    • v.3 no.1
    • /
    • pp.52-62
    • /
    • 2014
  • Prevalence of common three-dimensional display progresses, increasing the demand for three-dimensional content. Starting from the year 2010 to meet increasing 2D to 3D conversion is insufficient to meet demand content was presented as an alternative. But, Convert 2D to 3D stereo effect only emphasizes content production as a three-dimensional visual fatigue and the degradation of the Quality problems are pointed out. In this study, opened in 2011 'Scenes Guan', the 13 selected Scene is made of the three-dimensional transform the content and the Quality of the transformation applied to the Depth-Map is a visual representation of three-dimensional fatigue and, the adequacy of whether the expert has group interviews and surveys were conducted. Many of the changes are applied to the motion picture of the three-dimensional configurations of Depth-Map conversion technology used in many ways before and after the analysis of the relationship of cascade configurations to create a depth map to the stage. Experiments, presented in this study is a three-dimensional configuration of Depth-Map transformation can lower the production of a three-dimensional visual fatigue and improve the results obtained for a reasonable place was more than half of the experiment accepted the expert group to show a positive reaction were. The results of this study with a rapid movement to convert 2D images into 3D images of applying Depth-map configuration cascade manner to reduce the visual fatigue, to increase the efficiency, and has a three-dimensional perception is the result derived.

An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.5-18
    • /
    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.