Jannick P. Rolland Towards and Quantifying Depth William Gibson and Size in Virtual Department of Computer Science, Environments CB3I75 University of North Carolina Chapel Hill, North Carolina 27599

Dan Ariely Department of Psychology, CB 3270 Abstract University of North Carolina Chapel Hill, North Carolina 27599 With the rapid advance of real-time computer graphics, head-mounted displays (HMDs) have become popular tools for 3D visualization. One of the most promising and chal- lenging future uses of HMDs, however, is in applications where virtual environments enhance rather than replace real environments. In such applications, a virtual ¡mage is superimposed on a real image. The unique problem raised by this superimposition is the difficulty that the human visual system may have in integrating information from these two environments. As a starting point to studying the problem of information integration in see-through environments, we investigate the quantification of depth and size perception of virtual objects relative to real objects in combined real and virtual environments. This starting point leads directly to the important issue of system calibra- tion, which must be completed before perceived depth and sizes are measured. Finally, preliminary experimental results on the perceived depth of spatially nonoverlapping real and virtual objects are presented.

I Introduction

Head-mounted displays (HMDs) have become popular tools for 3D visu- alization following the rapid advance of real-time computer graphics. They pro- vide 3D information to the user by presenting stereoscopic images to his eyes, similar to a simple slide . The main difference is that the two images are scanned on two head-mounted miniature displays and can be updated in real time using fast computer graphics. This real-time update feature allows the user to see different stereoscopic images as he moves his head around, thus cre- ating at each point in time new 3D views of a computer-generated, also re- ferred to as a virtual, environment around him. An important idea behind the use of HMDs is that if this virtual environment is an exact model of a real scene, the user's experience as he moves in this virtual environment will be the same as the experience of moving in the real scene. One of the most promising and challenging future uses of HMDs, however, is in applications where virtual environments enhance rather than replace real environments. In such applica- tions, the user wears a see-through HMD that allows him to see 3D computer- generated objects superimposed on his view of the real world. See-through capability can be accomplished using a video or an optical-see- through HMD. In video see-through systems, the real world view is captured Presence, Vol. 4. No. I. Winter 1995, 24-49 by two miniature video cameras mounted on head gear and the computer-gen- © 1995 The Massachusetts Institute of Technology erated image is added to the video representation of the real world electroni-

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cally (Bajura, Fuchs, & Bubuchi, 1992; Edwards, One of the fundamental problems of optical-see- Rolland & Keller, 1993). In optical-see-through sys- through HMDs is the inadequate registration of the real tems, on the other hand, the real world is seen through and virtual images. It is all the more important that the semi-transparent mirrors placed in front of the user's human visual system is highly sensitive to small differ- eyes. These semi-transparent mirrors are also used to ences in depth and lateral displacements (Gulick & Law- reflect the computer-generated images into the user's son, 1976; Patterson & Martin, 1992; Patterson, Moe, eyes. Because of their dual function, these semi-transpar- & Hewitt, 1992). Several serious issues, such as the time ent mirrors are also referred to as optical combiners. De- lag with which HMD displays track head movements pending on the problem at hand, it may be argued that and the inability of optical see-through devices to simu- one modality is preferred over the other, however, it is late occlusion, are equally important for the use of see- in itself a subject of investigation. Because optical-see- through HMDs. These topics are not being treated here through HMD technology provides direct visual access but deserve investigations on their own. The research to the real 3D world, we chose optical-see-through reported here addresses the problem of careful control of HMD as the tool to study the spatial properties of com- all relevant parameters in static displays as well as the bined real and virtual 3D environments. A detailed de- subset of the calibration issues relevant to this research. scription of head-mounted display issues for both video A more detailed and general investigation of possible and optical-see-through modalities is beyond the scope sources of errors in HMDs is in progress in our research of this paper but is treated elsewhere (Rolland, Hollo- group by Holloway and colleagues (1994) and will be way, & Fuchs, 1994). reported elsewhere. Finally, we measured the resultant The problem addressed here concerns the human vi- percept of depth ofvirtual objects as compared to real sual system's ability to integrate computer-generated 3D objects using our calibrated system and present experi- environments with the real 3D environments when pre- mental results. sented simultaneously. When computer-generated 3D Previous studies describing the judgments of size and images are viewed in isolation as on a CRT display with- distance with imaging displays have been aimed at un- out interposing , the observer will see both the derstanding the observed misperceptions experienced by image on the display and the frame surrounding it, with pilots flying airplanes and airplane simulators. The moti- depth cues provided by both. If the computer-generated vation for these studies has been the optimization of im- 3D image is viewed through a see-through HMD, the aging displays for piloted vehicles and for pilot training observer will see a virtual image of the display, without simulators. In these experiments, pilots made landings its frame, superimposed on her view of the real environ- by reference to panel-mounted periscope screens in air- ment. In this case, the intermingling of the real and planes and to virtual (collimated) computer-graphics computer-generated 3D worlds brings more complexity images in flight simulators. They consistently misjudged to the visualization problem. For example, the perceived the runway as being smaller and farther away than it was spatial relationships between real and virtual objects may and consequently tended to overshoot their landings not follow theoretical predictions. Moreover, the spatial (Roscoe, Olzak, & Rändle, 1966; Palmer & Cronn, relationships may be unstable, virtual objects being per- 1973; Rändle, Roscoe, & Petitt, 1980). ceived at times closer than expected and at other times Several articles by Stanley Roscoe describe some of further away, depending on the visual cues to depth pro- the problems found with both directly viewed display vided (Foley, 1991). Within the complex problem of screens and collimated virtual images (Roscoe, 1948, information integration in see-through HMDs, the re- 1979,1984,1985, 1987, 1991, 1993). For both types search reported here focuses on the specific problem of of displays, Roscoe and his associates have found a de- how spatial relationships are altered when information crease in apparent sizes and an associated increase in ap- from real and computer-generated images must be inte- parent distances relative to the apparent sizes and dis- grated. tances of objects subtending the same visual angles

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viewed directly in natural environments (Campbell, vidual objects within the scene. The second, advanced McEachern, &Marg, 1955; Roscoe, Hasler, 8c Dough- previously by Lockhead and Wolbarsht (1989), is that erty, 1966; Hull, Gill, & Roscoe, 1982; Roscoe, 1984). the neural signals to the eye muscles that control accom- In another series of related experiments, Roscoe and modation serve to scale the apparent size of the incom- colleagues measured the perceived size of a ing images. In support of the latter, Lockhead and Wol- collimated disk subtending a fixed visual angle (0.67°) barsht found that the decrease in apparent size of distant viewed against various backgrounds at various distances virtual objects was still observed with visually impaired (Benel, 1979; Benel & Benel, 1979; Simonelli, 1979; people having no accommodative range. Other research- Hull, Gill, & Roscoe, 1982; Iavecchia, Iavecchia, & ers, notably Enright (1989), suggest that the coordi- Roscoe, 1983). In all these experiments, visual accom- nated change in vergence, accommodation, as well as modation (the distance at which the eyes focused) was changes in diameter may explain the phenomenon. measured, and a systematic relationship was found be- Thus, Roscoe's original idea that accommodation may tween the apparent size of the collimated disk and the account for increases and decreases in apparent size and focal distance of the eyes (r = 0.89 to 0.98 for the cen- distance may not be the sole explanation for the decrease tral tendencies). These findings have been found to apply in perceived size and increase in perceived distance of to other tasks that differ in stimuli and viewing condi- virtually imaged objects. In fact, Lockhead and Wol- tions, but an open question is whether they apply uni- barsht argue that "actual accommodation of the lens is versally. not needed, but the optical and probably also the neural In the case of collimated head-mounted virtual dis- cues to accommodation are needed" (Lockhead & Wol- plays, each of the two monocular images is collimated. barsht, 1989). From a purely optical point of view, one would expect The results of the studies reviewed reinforce the im- that pilots' eyes would accommodate (focus) at optical portance of determining the effect of image collimation infinity to form sharp images of the displays on their on perceived depths and sizes of objects in a see-through . Research has shown, however, that eyes do not HMD. In the case of nearby objects, accommodation automatically focus at optical infinity in response to col- and convergence in the real environment are loosely limated displays (Cogän, 1937; Mandelbaum, 1960; coupled, whereas, they must be uncoupled for virtual Leibowitz & Owens, 1975a, 1975b; Roscoe, Olzak, & 3D objects if the monocular images are collimated and Rändle, 1976; Benel, 1979; Benel & Benel, 1979; Si- the two images are to be fused. This paper addresses the monelli, 1980; Rändle, Roscoe & Petitt, 1980; Hull, question of how image collimation affects perception of Gill, & Roscoe, 1982; Norman & Ehrlich, 1986; Iavec- depth in a see-through head-mounted display that inte- chia, Iavecchia, & Roscoe, 1988; Kotulak & Morse, grates real and virtual images. 1994). Rather, when viewing collimated images, the eye Other studies have also reported that optically gener- tends to focus in the proximity of its resting point of ated displays presenting synthetic images of the outside accommodation (its dark focus), and that can be any- world have the characteristic of producing systematic where between a few inches from the eye to as much as errors in size and depth judgments (Sheehy & Wilkin- two or three diopters beyond optical infinity, depending son, 1989; Hadani, 1991). Sheely and Wilkinson's stud- only slightly on the textural context of the scene (Iavec- ies show that the lateral phoria of the observer might chia, Iavecchia, & Roscoe, 1988). change with the prolonged wearing of night vision Roscoe (1993) offers two hypotheses, each of which goggles. Lateral phoria refers to latent tropia (eyes not may contribute to the misperceptions of size and dis- pointing in the same direction), which is apparent only tance with collimated imaging displays. The first is that when all fusible contours are eliminated. Sheely and inward accommodation from optical infinity reduces the Wilkinson conclude that this phenomena can be at least effective angular size of the retinal image and thus the partially accounted for by the inaccurate positioning of perceived size of the whole visual scene as well as indi- the device on the head of the user, especially the use of

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incorrect interpupillary distance (IPD) for the observer. HMDs is severely limited (Adelstein, Johnston, & Ellis, Hadani, on the other hand, points out that absolute 1992; Ellis, Tyler, Kim, & Stark, 1992). A major prob- depth estimations are strongly biased when using the lem with current technology is that there is a time delay device itself. Moreover, this bias is pronounced for (lag) in the presentation of the images to the users' eyes nearby objects, which look closer than they really are. caused by the time that it takes to update the images Hadani gives as an explanation of this bias the fact that with newly acquired head positions. Any alteration in the center of perspective of the goggle (defined by the the measured relationships between real and virtual ob- objective lens) does not coincide with the user's eyes. We jects could simply be an artifact of the system's lag. On shall discuss how both IPD and entrance of the the other hand, the capability for dynamic viewing has eye are important parameters to accurate depth percep- incredible potential because head motion parallax is tion in HMDs as well. known to provide strong cues to In our research laboratories, some discrepancies be- (Rogers & Graham, 1979). Until the lag limitation be- tween the theoretical model of some environments and comes less severe, however, the measure of veridicality of its subjective perception in the HMD have been experi- perceived depths and sizes in HMDs can be approached enced. An example is the case of navigation in a walk- by looking at either static objects or self-rotating objects. through experiment using a non-see-through type of Experimental results with static images are presented in HMD with about 90° binocular field of view (FOV). this paper. Several subjects reported that the floor of the virtual To summarize, we propose in this paper to quantify kitchen seemed lower than they expected and behaved as depth and size perception of virtual objects in combined ifthey had to take a step down to move forward, when real and virtual static environments. Toward this goal, no steps were present or visible. This percept could have important parameters within the computational model been the product of inadequate calibration because this used to generate the stereo images are evaluated. The effect was not reported systematically by all subjects. For optical interface is strongly emphasized and the authors example, no interpupillary distance adjustments were hope to bring insight into its important role. A set of available on the system. Instead a value of 62 mm was optical terms is first given. Each component of the ex- used. It is possible that this value was correct for some of perimental setup is then outlined, potential sources of the subjects involved and not for the others. inaccuracies in displaying the stereo images that would The resulting distorted space could also be due, at result in some incorrect location of the objects in virtual least in part, to the weight and inertia of the HMD itself, space are identified, and the calibration procedure per- which can affect subjects differently (Lackner & Dizio, formed is given. Finally, the experimental paradigm used 1989). Objects' characteristics such as the types of tex- to assess perceived depth of genetically shaped objects ture, illumination, and color used can also distort depth (real or virtual) in combined real and virtual environ- perception. Following any such observations, the ques- ments is described and experimental results are pre- tion always arises as to how much of the failure of the sented. virtual world to act as the real world is due to inadequate calibration (both intrinsic parameter setup and inaccu- rate positioning of the HMD on the user's head), poor 2 Definitions head tracking, or perceptually imperfect images. The research reported here focuses on perceptual issues in Stop: A physical constraint, often a lens HMDs because the question is whether or not a discrep- retainer, that limits the diameter of the axial bundle ancy is important to the human visual system. allowed to pass through a lens. One of the difficulties in measuring the accuracy of the Aperture: An opening or hole through which radia- user's percept of spatial relationships in an HMD comes tion or matter may pass. from the fact that the current dynamic capability of Apex: For a rotationally symmetric optical element,

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the intersection of the optical axis with any optical sur- 3 Computational Model face of the element. Chief : Any ray that passes through the center of To generate accurate stereoscopic images for an the entrance pupil, the pupil, or the exit pupil is referred HMD, one must consider the multiple potential sources toas the chief ray. of errors that can occur at several stages of the computa- Collimated Images: Given an object and its image tion. First, the antialiased computational model assumes that of the user can be reduced to a through a lens, the image is said to be collimated if it is the eyes single point, referred to as the or center of at infinity. The object will thus be at the object focal eyepoint perspective. point of the lens. Moreover, it further assumes that if the virtual images of the screens are centered on the of the Entrance Pupil: In a lens or other optical system, the display eyes subject and the center of the two screens are image of the aperture stop as seen from the object space. pixels display turned the lines the to the virtual Exit Pupil: In a lens or other optical system, the im- on, joining eyepoint of those will be The age of the aperture stop as seen from the image space. optical images bright pixels parallel. is to be at and the model Field ofView (FOV): The maximum area that can be point optically specified infinity assumes that the subject will see it there if viewed bin- seen through a lens or an optical instrument. One must ocularly. 3D of at a finite distance can be distinguish between the FOV calculated based on par- Any point light rendered on the on each axial which should be the one in by turning appropriate pixels ray-tracing, specified such that the lines of of the the computational model of computer-generated im- display sight eyes passing through the virtual images of those pixels converge at ages, and the FOV calculated from real ray-tracing that that distance. This concept, very simple in nature, is ac- may be smaller due to some field stops, which is analo- tually far from simple to implement with accuracy in an gous to clipping planes in computer graphics. Optical HMD. A more complete description of the computa- distortion as well will cause the FOV derived from real tional model used in HMDs can be found in Robinett to be smaller or than the ray-tracing larger paraxial and Rolland (1992). A computational model that details FOV. the appropriate transformation matrices in the most gen- Focal The distance from one of the Length: principal eral case where the eyes may be decentered with respect to its focal points corresponding point. to the virtual images of the display screens, and the opti- Focal Point: That on the axis of a lens to point optical cal axis of the viewer may be nonparallel can be found in which an incident bundle of parallel light rays will con- Robinett and Holloway (1994). verge. Some of the sources of inaccuracies in depth location Nodal Points: The intersection with the optical axis of 3D virtual objects come, in the most extreme case, of the two conjugate planes of unit positive angular from literally ignoring the optical system used to mag- magnification. nify the images, and in less extreme cases, underestimat- Principal Planes: The two conjugate planes in an op- ing or overestimating the FOV, inaccurately specifying tical system of unit positive linear magnification. the center of perspective, and finally ignoring the varia- Principal Points: The intersection of the principal tions in interpupillary distance (IPD) between subjects. plane and the optical axis of a lens. The approach of tweaking the software parameters until Pupil: (1) In the eye, the opening in the iris that per- things look about right is sometimes all one needs to get mits light to pass and be focused on the retina; (2) in a a subjective percept of depth. Such an approach, how- lens, the image of the aperture stop as seen from object ever, is far too imprecise for virtual environment applica- tions where there is a need to real and virtual and image space. register information (Bajura, Fuchs, & Ohbuchi, 1992; Janin, Mizell, & Caudell, 1993). In this case, an accurate cali- bration becomes absolutely necessary. Although accurate

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calibration is especially important when virtual and real Some of these principles useful for understanding environments are combined, as with see-through HMDs are reviewed here. HMDs, accurate calibration benefits non-see-through Imaging optical systems can be described most gener- HMDs as well. ally by their principal points, nodal points, and focal Because visual information is the focus here, an HMD length. First consider a monocular system. Given the can be thought of as a four-component system: screens focal length/' of the system (see Fig. 1), the position displaying visual information, optical magnifiers form- and size of the virtual image with respect to the second ing virtual images of the display screens, the eyes of the (image) principal point as well as the linear magnifica- user looking at the virtual images, and the head-tracking tion (m) of the system can be determined using the par- device updating visual information in real time. The axial imaging equations software must model the hardware components involved n' n n' = in the to the to + 77 K ' in order - - (la) creating images presented eyes x x f generate the correct set of stereoscopic images on the . This includes the characteristics of the frame and buffer where the images are rendered, the display- x' m = screens' parameters, some specifications of the imaging - (lb) and the of the with to the optics, position optics respect ' where n and n are the indexes of in and eyes of the observer. An important point to note is that object x is the distance from the spatial relationship of these components relative to image space, respectively, signed the object to the object and x' is each other is important to the calibration of the system. principal plane plane, the distance from the to the If not only visual information but also auditory, tactile, signed image principal plane image plane. With the sign convention shown on Figure force feedback, and olfactory information were consid- 1 by the plus that is a distance goes from ered, additional hardware components would be needed sign, positive left to x' and/' are while a; is in but some of the calibration issues would remain the right, positive, negative, (1). The screens and their same. Eq. display corresponding images are said to be conjugates of one another. In the The next sections detail components of the system. case of a binocular system, one would apply the same First, the process between the min- imaging taking place imaging scheme to each eye. iature screens and the user's eyes is display explained. A real object Aß, which is a display screen in this case, Then the of the screens' and impact display alignment is imaged as a real imaged 'B '. Now, if the objectAß is positioning on several perceptual issues are described. moved between the focal point F and the principal plane Next, the for the and how to set the ' eyepoint system P, the imaged 'B in Figure 1 will become virtual as in FOV are addressed. the of the user's Finally, importance HMDs. This is illustrated in Figure 3. Primes are used distance is discussed and the effect of small interpupillary here to refer to quantities in the image space. Moreover, head and movements behind the is ' eyes optics explored. in the case of an HMD, n equal n equal 1, and the nodal points are thus coincident with the principal 3.1 Image Formation points. A particular imaging case is when the display screen is placed at the focal plane passing through the A brief description of the image-forming process focal point F. In this case, its virtual image A'B' is lo- will focus on three important elements: (1) the cated at infinity as shown in Figure 2, and the image is model of the optics in global computations, (2) opera- said to be collimated. tion of the optics, and (3) the way monocular images are The size and position of the virtual image with respect transformed for each eye. A detailed review of the basics to some stationary landmark (i.e., the second principal of geometric optics can be found in Longhurst (1973). point, which can always be related to any lens apex in the

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Figure I. The principle of image formation. An object AB is imaged through a lens to form an image A'B'. Ifprime denotes image space, the lens is represented by its principal planes P and P', its nodal points N and N', its index of refraction n and n', and its focal points F and F in object and images space, respectively. Two rays, one parallel to the optical axis in object space and passing through F in image space, and the other passing through conjugate points N and N' with angular magnification of I, are used to graphically find the image A'B' of AB. The location x' ofA'B' with respect to P' expressed as a function ofx, f, n, and n' is given by Eq. (la).

optical system) are the parameters needed to be able to age. The effect of the mislocation of the eyes is discussed calculate the correct FOV of the system as described in in Sections 3.3 and 3.5. The computational depths are Section 3.4. Calculating the FOV cannot be done by defined as the depth points predicted from the model, using solely the display screen size and the distance of and the displayed depths are defined as the depths pre- the user's eye from the physical display screens them- sented to the observer in the HMD. Note that both of selves. Moreover, if the FOV is set incorrecdy, objects in these depths are different from the perceived depths. the 3D virtual space will be shifted forward or backward Given the above assumptions, for the left and right in depth. images to be easily fused and computational depths to Described here is the optical imaging between two correlate accurately with the displayed depths, the dis- conjugate planes, a display screen and its virtual image. plays viewport must be centered on the optical axes. This It is also the case that a plane in image space character- also maximizes the monocular FOVs. The two screens ized by a;' in Eq. (1) can only be the conjugate of a must be kept from unwanted rotations around the opti- single plane in object space characterized by a; in Eq. (1). cal axis. Finally, the two screens must be magnified Some caution needs to be exercised, however, in terms equally through the optics. of determining how these virtual images should be Any lateral misalignments of the display screens with viewed as detailed in Section 3.3. respect to the optical axis will cause an error in depth location unless compensated for by the software by later- the on the the calculated 3.2 Screens ally shifting images display by Display Alignment amount. An lateral be due to and Positioning existing misalignment may displays physically too large to be centered on the optics, The following discussion assumes (1) the eyes of as in the VPL and Flight Helmets (Virtual Research), or the subject are centered on the optical axes of the lenses mechanical limitations in mounting the displays centered and (2) the eyes are reduced to one physical point that on the optics with fractional-pixel precision. For the overlaps the theoretical center of projection used to cal- work reported here, an optical bench prototype HMD culate the stereo projections for each left and right im- was constructed using off-the-shelf optical components.

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This provided complete access to all the parameters of 1994). This error is easily minimized by good mechani- the system and eliminated lateral misalignments often cal assembly and visual inspection. found in commercially available systems. The 3-inch di- Finally, the positioning of the display screens with agonal LCD displays used were too large to be mounted respect to the optics must be the same for the two eyes without optical offsets in a side-by-side geometry, as in because the displays' position determines the magnifica- the VPL Eyephone. As a result, an oblique geometry tion of the monocular images. A difference in magnifica- was adopted that allowed the displays to be centered on tion for the two eyes will cause a systematic error in the optics within residual mechanical and assembly er- depth location for the objects being viewed. This prob- rors. A picture of the setup is shown in Figure 6. The lem of different image magnifications has been well stud- ied visual under the name of aniseikonia exact amount of residual lateral mechanical misalign- in science should be noted also that small dis- ment cannot be determined a priori, but a calibration (Reading, 1983). It of the with to the can technique, derived from our computational model and placements displays respect optics result in of the virtual in im- described in detail in Section 4.2, was used to compen- large displacements images as as sate for small errors. age space. High precision mechanical assembly well measurements of where the virtual are with re- A vertical misalignment of the displays with respect to images the optics will either (1) shift the objects vertically spect to the optical system can gready minimize if not annul such errors. within the FOV, if the amount of offset is equal for the two eyes, or (2) affect the ability to fuse the images due to induced dipvergence of the eyes of the observer if the 3.3 Eyepoint amount of offset is different for each eye. While the eyes In computer graphics, the center of perspective have a wide latitude in fusing images with lateral shifts, projection is often referred to as the eyepoint because it is the difference in vertical causes eye slightest position either assumed to be the location of the observer or strain and possibly headaches. Moreover, if the discrep- eye the location of video cameras used for the acquisition of ancy is more than 0.34° visual angle the time needed to stereo images (acting as two eyes separated by an in- fuse the images increases exponentially (Burton & terocular distance). Although the simplest optical sys- Home, 1980). In the particular case of the system used tem, known as the pinhole camera, reduces to a single in this study, the vertical of the display area point that serves as the center of projection or eyepoint, was 40 mm, and an angle of 0.34° at the eyes between this is generally not the case for most optical systems the two to a vertical displays corresponds displacement (Barrett & Swindell, 1981). Depending on the required of one with to the other of about 0.5 display respect accuracy of virtual-object registration within the real mm. Such a displacement corresponds roughly to 6 ad- world, the eyepoint for perspective projection used in dressable vertical lines out of a total of 442 addressable the computational model must be defined in terms of a lines. with the has shown Experience alignment process more or less precise location within the eye. This is espe- that better than 6 addressable lines out of 442 achieving cially the case because a standard eye is roughly 25 mm is well within reach of the experimenters. This was con- in diameter (Levine, 1985). firmed by the fact that the images were very easily fusible There is some controversy in the literature about and no headaches were ever reported by any of the sub- which point within the eye must be chosen for the center jects. of projection. If the meaning of this point is examined A rotation of the display screens around the optical from a computer graphics point of view, the correct an- axis can prevent the fusion of the two images for severe swer can be determined. The existence of a geometric angles. In any case, it introduces distortion of the 3D center of projection within the eyes is related to the as- objects being formed through stereo fusion. A detailed sumption that stimulating a point-like region on the study of this error in HMDs is in progress (Holloway, retina produces a perception of light that is projected out

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into the surrounding environment through "a center of planes in an optical system, as described in Section 3.1 projection" in the direction defined by the centroid of but, from an optical system point ofview, it becomes energy of the stimulated point on the retina and the cen- meaningless for comparing visual directions of points ter of projection. This means that any point at any depth lying at different planes in depth. Because the first nodal always maps as a point on the retina. This is the case, point of the human eye is only at about 3.5 mm behind however, only if either all the points considered in the the entrance pupil in a standard eye (Ogle, 1962), only surroundings lie in a plane that is conjugate to the retinal small errors in objects' locations would be caused by surface or those points lie in different planes but are be- choosing the nodal point rather than the entrance pupil ing focused on the retina sequentially and the eyes have of the eye as the eyepoint. Whether those errors are enough time to refocus. According to this purely geo- within tolerance depends solely on the application and metric projection, where there is a point to point map- the task of the HMD user. ping, the center of projection for the object and image If the entrance pupil of the eyes is the geometric eye- point can be taken as being the first and second nodal point in the real 3D world, it should also be the eyepoint point of the eye, respectively (Robinett & Rolland, in the HMD because the virtual images presented to the 1992; Deering, 1992). eyes should give us the same monocular view of a 3D Controversy arises from the fact that when the 3D scene that one would see through a similarly shaped space is imaged onto a plane or a surface such as the glass window. Thus, although the blur is not rendered retina, not all the points in the 3D space are simulta- on the virtual images, due to the auxiliary need to track neously focused on the retina, as has been pointed out the eyes and to increase the dynamic range of the graph- by Ogle (1962). In this case, only points that lie in the ics engine, each point on the virtual image does in fact plane or surface in space conjugate to the retinal surface represent a centroid of energy of a bundle of rays passing are in focus and all other points are imaged as a blurry through the eyes. This directly results from the fact that spot on the retina. The important point is that the center the virtual images are imaged on the retina by the HMD of the blurry spot is determined by the corresponding optics. Therefore, although the imaging taking place in chief ray passing through the eye, not the nodal ray. HMDs deals only with plane to plane imaging, and Thus, the nodal point of an optical system corresponds blurry spots are represented as sharp points on the vir- to the optical center of projection only for precisely con- tual images in current HMDs, the entrance pupil of the jugate planes, and not for out of focus planes. For this eyes should be chosen as the center of projection for reason, Ogle suggests choosing the entrance pupil of the viewing the virtual images. Furthermore, the entrance eye as the center of projection in object space. It is, how- pupil of the eyes should coincide with the computational ever, an experimental question whether the eyes operate center of projection. Also note that the precise location on the basis of a single center of projection as assumed of the center of projection may have some impact on the by current computational model for 3D graphics (Foley value given to the FOV, as discussed below. & Van Dam, 1982). If we assume, a model however, simple geometric 3.4 Field of View with the need of an eyepoint, we shall push the above argument further by stating that it holds even when An important component of HMDs calibration is those out of focus planes appear sharp to the eyes due to the monocular FOVs of the optical viewer. Because the eye's depth of focus. This is the case because the most viewers are not corrected for residual optical dis- planes' sharpness does not come from the facts that the tortion, the FOV cannot be measured experimentally. planes are conjugates of one another, rather it is a result The best and safest approach in determining the FOV is of the finite resolution of the retinal mosaic. The nodal to determine the imaging conditions of the system such points of any optical system are a useful geometric con- as finite or infinite conjugates (either the object or the struct for describing imaging properties of conjugate image is at infinity), the focal length, and the location of

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the principal planes. The vertical and horizontal FOVs at a height larger than the outer diameter of the lens. As of an optical system working at finite conjugates are gen- the eyes get further away from the lens, the effective rays erally specified by (1) the vertical (V) and horizontal from a point on the screens to the pupils of the eyes in- (H) of the display screens, respectively, (2) tercept the lens closer to its outer diameter and will the focal length/of the magnifier, (3) the distance of the eventually be vignetted before being completely oc- display screens x from the first principal plane of the op- cluded. tics, and (4) the location (L) of the entrance pupils of The other exception to the rule is the case where the the eyes from the virtual images of the display screens FOV is independent of the position of the display formed by the optical system. One may combine x and/ screens with respect to the optics. This occurs when the to calculate the positions' of the images of the displays eyepoints are located at the focal points of the lens as formed through the optics with respect to the second shown also in Figure 3. In this case, the FOV can also be principal plane, as well as the magnification m of the op- calculated using Eq. (3). tical system for this set of conjugate planes as given by Another important parameter of the system calibra- Eq. (1). The FOV is then most generally given by tion that is related to correctly specifying the FOV is the overscan of the frame buffer. The images are my computed FOV = 20 = tan"1 -f (2) rendered into a frame buffer before being scanned onto the display screens. The default assumption of the graph- where y equal V/2 orH/2 for vertical and horizontal ics library is that the frame buffer (512 x 640 pixels in FOVs, respectively. our case) maps exactly to the vertical and horizontal di- There are two common optical configurations that mensions of the screens. In practice, this is often not the make exception to this rule: one where the FOV is inde- case, and the exact overscan of the frame buffer must be pendent of the eye location, and another where the FOV measured. In this case, overscan refers to that region of is independent of the display screens' location with re- the frame buffer that does not get drawn onto the dis- spect to the optics, in other words, when the FOV is play area. This overscan can be accounted for by defining independent of the system optical magnification. The a subviewport within the frame buffer that corresponds setup for the FOV for either of those configurations is to the display capability of the screens. This subviewport described here. must be centered on the display screens. The FOV can The FOV subtended at the eyes is independent of the then be specified as the FOV corresponding to this sub- position of the eyes with respect to the optics as shown viewport, which indeed corresponds to the screens' size. in Figure 2, when L becomes infinite, that is, when the A last detail has to do with the implementation of virtual images are collimated. The magnification m be- specifying the FOV. A common approach is to specify comes infinite as well, and one characterizes the size of the vertical FOV and a pixel aspect ratio instead of the an object in the FOV by its angular subtense at the eye- horizontal FOV. The pixel aspect ratio can be calculated point. In this particular case, the FOV depends solely on using the physical dimensions of the screens and the the size of the display and the focal length of the optical number of vertical and horizontal scan lines of the frame system. If we denote the focal length of the optics as/' buffer that are actually visible on the screens. (see Fig. 2), the FOV is now given by 3.5 Interpupillary Distance FOV = 20 = (3) tan"1^ and Eyes Position For a given lens size and pupil diameter, only a limited Three types of distances should be distinguished: range of eyepoint locations will produce an unvignetted (1) the human subject interpupillary distance (IPD), (2) FOV. Rays of light emitted by the display screens are the lateral separation of the optical axes of the monocu- said to be vignetted by the lens if they intercept the lens lar optical systems, referred to as the optics baseline, and

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virtual of the infinity image __ screen at optical infinity

_eye location can be anywhere along the optical axis on the right hand side of the optical system.

Figure 2. Model of a lens by Its principal planes P and P' and its focal points F and F'. For the display screen at F, the virtual image of the display is at infinity and is subtending a visual angle of 2®, independently of the position of the eye.

cult for a significant part of the population to fuse the images. Moreover, it creates shifts in depth perception to almost everyone because none of the parameters— IPD, baseline, and virtual optical computational baseline—actually match. a calibrated image In setup, the optics baseline and the of the computational baseline should be set to the IPD of the screen subject. Section 3.4 showed that the exact position of the eyes behind the optics need not necessarily be known to de- termine the FOV of the system. For example, in the case of collimated the FOV subtended at the eyes is Figure 3. Model of a lens by its principal planes P and P' and its focal images, of the location of the The absolute points F and F. For the eye position atF, the FOV is given by 20, independent eyes. of the user's when considered as a independently of the position of the display screen with respect to the position eyes, rigid lens. pair behind the viewer, however, is always important to the perceived location ofvirtual objects relative to real (3) the lateral separation of the computational eyepoints, objects in combined real and virtual environments. We could as well of head because referred to as the computational baseline because it is speak position, here, "eyes as a refers to the of the head behind used to compute objects positions and shapes on the rigid pair" position screens. the see-through combiners. When the eye-pair moves to axes of In most systems, the optics baseline is fixed, the varia- laterally (perpendicularly the optical the or the axes of the tion in subject's IPD is not accounted for, and the com- viewer), longitudinally (along optical putational baseline is set to a value of about 62 mm to viewer) the 3D virtual objects are not necessarily per- allow "most users" to fuse the images. The difficulty in ceived to move by the same amount as would be pre- fusing images remains the problem of narrow IPD ob- ferred. Virtual objects can be shown to move by the servers, however, because 62 mm is still above both the same amount as the eye only for the case of collimated 5th percentile of male and female IPDs, which are 57.7 images. Thus, although the eyes' position need not nec- and 35.8 mm, respectively (Woodson, 1992). Thus, a essarily be known for the calculation of the FOV, the fixed value for the computational baseline makes it diffi- position of the eyes needs to be known to measure the

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expected depth location of virtual objects relative to real as the eyes but by a lesser amount. IfD is greater than L, objects. the point P moves in the opposite direction. A virtual An expression has been derived for the change in 3D object or space that is made of an ensemble of points P is location of virtual objects relative to real objects due to a thus distorted. lateral or longitudinal displacement of the eyes in the A similar equation can be derived for the longitudinal general case of noncollimated images. The case of colli- case. The change in depth location due to a longitudinal mated images will be treated as a particular case. A mis- displacement of the eyes is given by match in IPD is not included in this the expression, eyes D considered as a Errors in eye location = + Az Az being rigid pair. - (5) Zp. Zp - can be expressed as lateral and longitudinal components. The lateral component corresponds to the case where where zp and zp' are the z-locations of point P for the both eyes are to the left or to the right ofthe nominal nominal and perturbed locations, respectively, and Az is position. The longitudinal component corresponds to the signed longitudinal displacement of the pair of eyes. the eyes being moved forward or backward from the In this case, a displayed object is being compressed for D nominal position. The change in 3D location of a virtual smaller than L and stretched for D greater than L. A vir- object due to a lateral displacement of the eyes is given tual object or space made of an assemble of points P is by thus distorted in all directions. This calculation into the trade- D simple brings insight = + Ax Ax (4) offs between different HMD setups for any specific task. Xp' Xp - y If the task is to judge the depth of virtual and real objects where xp and *,> are the x-locations of point P for the located within a few meters from the observer in an opti- nominal and perturbed locations, respectively, Ax is the cal-see-through environment, it would be better for the signed lateral displacement of the pair of eyes, D is the user to have the monocular images positioned a few me- distance ofP along the z-axis, andi is the distance of the ters away as well so that accommodation and conver- monocular virtual images from the nominal eye position gence are more naturally coupled. The above calculation (Fig. 4). If£L and£R are the location of the left and tells us that, in this case, there will be only a finite vol- right eyepoints, respectively, the derivation of Eq. (4) ume where the virtual space will not be significantly dis- assumes £L as the origin, i.e.,£L (0, 0, 0), thex-axis go- torted by potential small eye-pair lateral or longitudinal ing from left to right, and the z-axis going from the eye- movements. This volume can be determined according point toward the virtual images. In this case, EK has for to the required accuracy of the task at hand. For virtual coordinates EK (IPD, 0, 0), andP andP', P(x, 0, D) and objects positioned at larger distances, however, collima- P'(x', 0, D'), respectively. It can be shown thatD equals tion may be a better choice. D' for lateral movements. Moreover, ifL equals D, that is the point P is located in the plane of the monocular virtual images, the position ofP according to the com- 4 Apparatus Setup and Calibration putational model is from nominal value be- unchanged 4.1 Apparatus Setup cause the second and third terms of Eq. (4) cancel out (xP' = Xp). IfL becomes infinite, that is the case of colli- All studies described here were carried out on an mated images, the point P moves exactly by the same optical bench prototype HMD designed and built using amount as the eyes (xP' = xp + Ax). The virtual point off-the-shelf optical components. The layout of the opti- seems to follow the eyes. In the last case where L is nei- cal setup for one eye is given in Figure 5, while the setup ther equal to D nor infinite, however, the location ofP is is shown in Figure 6. Building our own setup was neces- not only a function of Ax, but also of£) andJL IfD is sary to have complete access to and control over all sys- smaller than L, the point P moves in the same direction tem parameters. The focal length of the magnifier was

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virtual image plane

E'r Er (ipd.0,0) Ax

Figure 4. This figure illustrates the effect of lateral eye movements on the perceived location of a point P in 3D space. If the eyes move as a rigid pair by an amount Ax, the point P is now perceived as P' and xp. ¡s related to xp by Eq. (4).

86.24 mm and in all the experiments described here, the images were collimated. The computer graphics were generated by Pixel Plane 5, a massively parallel graphics engine developed at UNC-CH under the direction of Henry Fuchs and John Poulton (Fuchs et al., 1989). The displays used for the study were passive matrix Memorex LCD color displays with vertical and horizon- tal dimensions of 40 by 52.65 mm, respectively. The number ofvertical and horizontal addressable scan lines was measured to be 442 x 593, respectively. The verti- cal FOV is 26.11° as calculated using Eq. (3). A pixel ratio of 1.02 can be calculated from the physical dimen- sions ofthe display area and the number ofvertical and horizontal addressable lines. Neglecting the overscan of the frame buffer would result in an error of about 5° in the specified FOV. This would create objects that look and closer than intended. Such an larger theoretically Scale: 1.00 error could be detected by the calibration procedure de- scribed below. Figure 5. Optical layout of the magnifier for one eye.

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Figure 6. Bench prototype optical setup designed and built by J. P. Rolland.

The geometry adopted for the layout of the optical ments of the displays due to mechanical limitations and system eliminated gross lateral misalignments of the dis- residual alignment errors were adjusted with respect to play screens with respect to the optics that are often the optical axis. For a carefully aligned system, the mag- found in commercially available systems. As for any en- nitude of the offsets should be very small, on the order gineering system, there are inevitable residual misalign- of a few pixels, assuming the parameters within the com- ments due to mechanical assembly. The exact amount of putational model were set correcdy. residual lateral misalignment cannot be easily measured, Calibrating the system consisted of looking monocu- however, without introducing supplementary measuring larly at a symmetrical pattern drawn on the displays in devices. A quick and reliable calibration technique based such a way that, if seen binocularly, its projection was at on the computational model was derived and described a very large distance. For this purpose, a distance greater below. or equal to 200 m is recommended. Although 6 m is A useful feature of the optical setup was the ability it often referred to as optical infinity, this latter distance gave us to adjust the optics and computational baselines seemed insufficient based on geometric calculations us- to match the subjects IPD down to 60 mm. All test sub- ing our model. A symmetrical pattern consisting of a jects had IPDs between 61 mm and 68 mm measured white circle at the center and alternating black and white with an Essilor PRC pupillometer set for infinity view- circles at the periphery was used because of the impor- ing. tance of symmetry in the alignment process. Subjects checked for alignment of each eye with the optical axis of the one at a time and 4.2 Calibration Technique magnifier by closing eye checking that the frame of the magnifier was centered in their Once the FOV has been set, and the optics and FOV. The experimenter draws on a sheet of paper two computational baselines have been matched to the IPD crosses separated by the IPD of the observer, as well as of the subject, a quick calibration of the system was per- the mid-point between the two crosses. As the observer formed to determine if computational offsets of the dis- was looking through the displays monocularly, the ex- played images were necessary. Residual lateral displace- perimenter positioned the two crosses at any depth in

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space such that, while looking with the right eye, let's with the center of optical distortion within a few pixels, say, the right cross fell at the center of the virtual pattern which is the case in this experiment. displayed in the right eye. As the observer switched eyes, More precisely, the optical and computational base- the center ofthe left virtual pattern and the left cross lines should in principle be set to the new IPD ofthe should exactly superimpose. If the superimposition for observer for the distance where the depth judgment is each eye does not hold, offsets for the images being dis- made. In our experiment, an estimation of the maximum played must be set in the software until a perfect match change in IPD between its nominal value at infinity occurs. This is best accomplished using some systematic viewing and its value at the nearest distance, 0.8 m in procedure to offset the images. our case, was 2.5 mm as measured using the first corneal Once the calibration for infinity is completed, the ex- reflection. We estimate that IPD changes due to conver- perimenter can perform a consistency check by looking gence are more in the order of 1.5 mm when measured at the virtual pattern that is now projected at a nearby at the entrance pupil of the eyes, which is roughly 3 mm distance. This is useful because, if done correctly, the behind the . In our setup, the IPD of the observer calibration should hold at any depth. The two physical was taken to be its value for infinity viewing in the ex- crosses are now positioned at the same depth from the periments reported here. We shall discuss this point in eyepoints than the virtual pattern. While closing alterna- more detail in the discussion section. tively one eye, the observer should perceive the center of A variant of the above technique could also be used to the virtual pattern to fall on the mid point between the verify the FOV of the system (Ellis, 1993). It consists of two crosses. This calibration technique was derived di- comparing the size of a virtual object with that of a real rectly from the basic concept of the computational identical object, again under monocular viewing. Cau- model of stereo images illustrated in Figure 7. Given a tion must be exercised, however, ifoptical distortion is cross at 2 m, the figure shows where the intersection of present in the display because monocular images will the projection of the cross with the virtual image is for appear larger in the case of pincushion distortion, which both the right and left eyes. This location on the virtual often limits HMD systems. This method, however, can image corresponds to a location on the display screens be used for distortion-free systems. according to the optical imaging equation given by Eq. (1). Therefore, if the optical path starting at the display screens is reversed and if the correct point on the display 5 Experimental Studies screens is its virtual will be marked, image correcdy 5.1 Rationale marked as well. Thus, the impact of the light with a screen placed at 2 m will coincide with the physical cross Real world experience suggests that looking at at 2 m. Note that the calibration procedure never used nearby objects triggers two processes acting simulta- both eyes simultaneously to avoid confusing calibration neously: the eyes converge by rotating inward and the issues with perception issues. The two eyes are only used crystalline lenses accommodate to the location of the sequentially by the subject. object. Accommodation is needed to bring into focus This consistency check is valid, however, only if the details of the objects. It may seem natural that the ac- optical distortion of the system has been compensated tions of accommodation and convergence are definite, for (Robinett & Rolland, 1992; Rolland & Hopkins, and that for any specific accommodation, there must be 1993) and if the change in IPD of the observer when an exactly corresponding convergence. focusing at a nearby distance is negligible. The calibra- This is not, however, how vision works in most tion using the optical infinity condition, on the other HMDs. In HMDs, one needs to distinguish between hand, is always valid, regardless of optical distortion as monocular and stereo aspects of vision. With respect to long as the center of the symmetrical pattern coincides each eye separately, the virtual images of the two LCD

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IPD, object at 2m center marked by a cross located at IPD/2

location of the cross location of the for the left eye cross for the right eye

virtual image _ j/irtual image seen by left eye seen by right eye

location of the cross location of the cross on screen on left screen right

screen screen

optics model

right eye

Figure 7. Computational model ofstereo pairs and its direct application to calibration.

displays mounted on the head are formed by the optics With respect to the two eyes combined, vision in at a definite plane in space. The position ofthat plane HMDs is similar to vision in the real world in that con- depends on the distance of the LCD displays to the op- vergence is driven by the location of the 3D objects per- tics. That distance usually remains fixed once it has been ceived from the disparate monocular images. For both set to a desired value. real and virtual images, the two eyes can fuse the stereo- A particular setting is the one of infinity viewing (col- scopic images of a 3D object only if they converge on limated images) or zero accommodation where the dis- the 3D object itself within a tolerance area known as the plays are positioned at the focal plane of the lenses. Such Panum area (Gulick & Lawson, 1976). For convergence a setting is often preferred because it sets the eyes to a of the eyes outside of Panum's area, the observer will relaxed state of accommodation. It can also be shown perceive diplopic images, that is double images. that what is perceived in the HMD is less dependent on The fact that accommodation and convergence are the exact position of the eyes of the observer behind the divorced from one another in most HMD settings optics as shown in Section 3.5. Indeed, most stereo- brings up the question of whether the distance at which scopes are so adjusted that the viewing lenses act as colli- the monocular images are optically formed has any im- mators (McKay, 1948). pact on the perceived depths and sizes of virtual objects

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embedded in the physical environment and/or creates tion solely on the basis of the perceived size of one ob- distortions in depth and sizes of virtual spaces. This is ject relative to the other. For example, if the two objects especially important in the case of see-through HMDs, were of similar shapes but of different sizes, one may be where the observer has access to both the simulated and biased to always see the smaller cube farther away than the physical world simultaneously. the larger one. On the other hand, if two objects of iden- This issue is investigated here by studying the case of tical size were chosen, then depth assessment could be genetically shaped, nonoverlapping, static objects posi- done solely upon the assessment of their respective sizes. tioned within 1.5 m of the observer. The impact of the The real cube was 38 cubic mm in size and the cylin- uncoupling between convergence and accommodation is der was 13 mm wide by 235 mm long. In all presenta- at the most extreme case of uncou- examined by looking tions, the cylinder was seen with its longer axis vertical that when real and virtual are pling, is 3D objects placed while the cube was tilted forward and slightly rotated to at nearby distances while the 2D virtual monocular im- the left so that three faces were visible. Both virtual and are collimated. ages optically real objects were uniformly white, with the virtual ob- jects modeled after the real objects. The real objects were 5.2 Subjects supported by black poles that were not visible to the ob- server. Lighting source for the real objects were con- Three subjects in the two participated experiments; nected to the supporting poles so that movement of the of them are authors of this Two of the paper. subjects real objects kept the relationship between the light were males in their late 20s, and one was female in her source and the real object constant. The light source it- 30s. Two of the subjects had exposure and early large self was outside of the viewer's FOV. Shading in the with HMDs, while the third subject was a experience virtual environment was set to visually match the shad- novice. Subjects IPDs were 61, 64, and 65 mm. All ob- of the objects as close as Lighting servers were tested for vision random ing physical possible. stereoscopic using in the virtual environment was modeled both am- dot using stereograms. bient light and directional light. The of the displays were about 140 and 100 cd/m2 for the objects 5.3 Stimuli and Experimental Design and background, respectively, yielding objects' contrast of about 40%. The table supporting the objects was cov- Each presentation was composed of a pair of ob- ered by a black cloth so no background was present. jects presented simultaneously. One of the objects was a Two distances were used, 0.8 and 1.2 m. For cube, the other was a cylinder, and the two objects were viewing each of those two distances, three different were presented with a lateral separation of 110 mm. Lateral setups it a 3 x 2 The three separation was such that, given the subject viewpoint employed, making design. setup conditions describe the different between and the range of distances, no overlap of the two objects relationships the of in a In one of the ever occurred during the experiment. Moreover, subjects pair objects single presentation. conditions both were to the reported that such a lateral separation made it easier for objects physically presented this condition was called the case them to use the center of gravity of the objects as the observer; real/real. In basis of comparison and prevented them from basing where both objects were presented graphically through their judgments solely upon the objects' inner edges. the HMD the condition was called virtual/virtual; finally Those edges were ill-defined for the cylinder while the the mixed condition in which one object was presented inner edge was at a different depth than the center of graphically and the other was presented in the physical gravity for the cube. environment was called real/virtual. In all cases, viewing Generic objects of different shapes were chosen for conditions were equated and the see-through display comparison, in this case a cube and a cylinder. This was was used for viewing the scene whether or not the ob- done to prevent subjects from assessing depth percep- jects were virtual. The object presented on the left was

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always fixed in location, while the one on the right was each subject and after each experiment to ensure that at moved in depth between trials. Motion in depth be- least four points lay on the linear part of the psychomet- tween trials was invisible to the observer, in the case of ric function. If less than four points lay on the slope of the virtual images the screens were blanked for the inter- the curve, results were discarded and the experiment was trial interval. For the real objects a blacking cloth was repeated with a more suitable range. However, this used in front of the subject's eyes until the object reached never happened past the pilots experiments. Points on its new location and then was only removed. the shoulders of the psychometric function were used as The and virtual/virtual, real/virtual, real/real experi- anchor points for the subject. Anchor points are defined ments were conducted in that while the order, depth as depth values for the comparison stimuli that were eas- were counterbalanced within each of those presentations ily discriminable from the reference. The use of such eas- three conditions. An to the improvement experimental ily discriminable values was used after noticing that sub- would be to counterbalance the order of the three design jects tended to be inconsistent in their depth judgments conditions as well. duration was unlimited and Viewing and reported to loose depth information when presented terminated on a decision which also initiated key press, with depth values that were only around threshold. the next trial. Subjects used a chin rest to maintain a of perceived is defined as the differ- fixed distance. Veridicality depth viewing ence between the nominal depth as specified in the com- putational model and the measured value 5.4 Task (nominal We shall denote it as APSE be- — measured). cause it represents the departure from the expected point Subjects were asked to the relative judge proximity of subjective equality. Precision of perceived depth is in depth oftwo objects presented simultaneously. Sub- defined as the smallest difference in perceived depth that jects performed a 2-alternative force choice task in which can be detected reliably at the 84% level. they were asked to answer if the object on the right was closer or farther from them relative to the object on the left. The observer used a two button device for their re- 5.6 Results sponses and the object on the right was the one trans- Results are shown in Figures 8 and 9 for veridical- lated in depth between trials. ity and precision of perceived depth, respectively. Figure 8a, b, and c shows the veridicality of perceived depths 5.5 Psychophysical Method for the three basic conditions, real/real, virtual/virtual, and real/virtual, b, A method of constant stimuli (MOC) was used to respectively. Similarly, Figure 9a, and c shows the of this present the stimuli. The depth values presented were precision perceived depth plotted time on a for the three basic conditions. Each chosen with a staircase procedure, before each run, to log scale, of those three shows the of each of ensure measurements on both the slope and the shoul- graphs performance the three ders of the psychometric curve for each observer in each subjects separately. A is shown in 8d and for of the experimental conditions. Our standard was such summary plot Figures 9d, that it ensured that at least four of the depth values cho- veridicality and precision of perceived depth, respec- sen fell along the steepest part ofthe psychometric curve. tively, where the performances per condition were aver- Each of the three experiments consisted of 31 blocks aged over the three subjects. with 10 trials in each block. Presentation of the different Figure 8a, b, and c shows that there is, on average, no depths within each block was done in a random order. mean error in perceived depth if both objects are real or Data were analyzed using probit analysis on the last 30 virtual, even though the variance associated with the blocks; the first block was always discarded. mean values in the virtual/virtual condition is signifi- The resulting psychometric function was plotted for cantly higher. The upward shift of the data points in Fig-

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Veridicality of Perceived Depth Veridicality of Perceived Depth Real/Real Virtual/Virtual 0.10 0.10- O Observer 1 K Observer 2 • Observer 3

-0.10 0.60 0.80 1.00 1.20 1.40 0.60 0.80 1.00 1.20 1.40 Distance in Depth (m) Distance in Depth (m) (a) (b) Veridicality of Perceived Depth Veridicality of Perceived Depth Real/Virtual Average data for 3 observers 0.10 ).10- Real/Real D VirtuaWirtual B Real/Virtual

0.10- 0.60 0.80 1.00 1.20 1.40 0.60 0.80 1.00 1.20 1.40 Distance in Depth (m) Distance in Depth (m) (c) (d)

Figure 8. The veridicality of perceived depth, graphed for the three conditions (a) real/real, (b) virtual/virtual, and (c) real/virtual, are plotted as a function of two depths 0.8 and 1.2 m for three subjects. Part (d) summarizes the results for the three conditions after averaging the data over the three subjects. The upward shifts of the data in (c) and (d) mean that the virtual objects are seen further away than the real objects.

ure 8c and d means that there is a shift in perceived Figure 9d, which summarizes Figure 9a, b, and c, depth for virtual objects as compared to real objects. A shows a significant increase in discrimination thresholds positive APSE, in this case, means that the virtual objects for the two conditions virtual/virtual and virtual/real as are perceived farther away than real objects. compared to the real/real condition.

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Precision of Perceived Depth Precision of Perceived Depth Real/Real Virtual/Virtual £ 0.100-, 0.100 O Observer 1

Iin K Observer 2 • Observer 3 0.010J 0.010 J

c3 C

o c/3 S o.ooi ^^^^^^^ ^"t^^^t i i 0.001 0.6 0.8 1.0 1.2 0.8 1.0 1.2 1.4 Distance in Depth (m) Distance in Depth (m) (a) (b) Precision of Perceived Depth Precision of Perceived Depth Real/Virtual Average data for 3 observers 0.100 .100-a_. Real/Real D Virtual/Virtual o E Real/Virtual •Si 0.010 c o.oio 4 4 o

iC

O Q^o.ooi 0.001 0.6 0.8 1.0 1.2 1.4 0.8 1.0 1.2 1.4 Distance in Depth (m) Distance in Depth (m) (c) (d)

Figure 9. The precision of perceived depth, graphed for the three conditions (a) real/real, (b) virtual/virtual, and (c) real/virtual, are plotted as a function of the two depths 0.8 and 1.2 m for three subjects. Part (d) summarizes the results for the three conditions after averaging the data over the three subjects. Those figures show that depth discrimination thresholds are being elevated from 2 mm in condition (a) to roughly 15 mm in conditions (b) and (c). Moreover, no systematic elevation of thresholds with depth was observed.

Discussion tential slippage of the HMD as the observers move their heads around, the weight of the HMD (Lackner & Di- Some of the problems of studying perception in zio, 1989), and the time lag with which the HMD tracks virtual environments were avoided in this study by using head movements. a static bench prototype system. Those include the po- The averaged measured shifts in perceived depth of

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virtual objects with respect to real objects were in the order of 50 mm for our system. It is also the case that virtual objects were seen farther away than real objects when both objects were presented at the same depth in visual space. Similar findings were reported by Roscoe and others for familiar objects such as airport runways. Pilots are thought to overshoot the runway because the decrease in apparent size makes them think they are far- ther from touchdown than they in fact are. This is based on familiar size cues which they learn when learning to fly. They, in essence, have learned how big the runway is, what its angular size is, and how it changes during a correct approach. One fundamental difference between this and others is that two ob- study genetically shaped Figure 10. Illustration of the pincushion optical distortion of the optical here a cube and a were chosen as jects, cylinder, stimuli, system. rather than familiar objects. Another important differ- ence is that there was no object motion, neither egomo- tion or induced egomotion of the observer. Moreover, most of Roscoe's studies were based on size estimation using an optical ray-tracing program. Calculations show rather than depth estimation. Because some efforts were that pincushion distortion for the individual monocular taken in our experimental studies to remove familiar size images has the effect of bringing the 3D virtual objects the cue that have caused Roscoe's cue, precisely may created from the two disparate virtual monocular images the distance to the virtual depth error, greater apparent closer to the eyes. The calculated values were about 11 in this and in Roscoe's observations of objects paper and 7 mm for the three subjects at the viewing distances hard due to distance have different landings errors, may of 0.8 and 1.2 m, respectively. This means that our mea- causes. In our no feedback was available to experiment, surements of shifts in depth of virtual objects with re- the subject. spect to real objects may be too conservative. New data Before on the causes of postulating possible artifacts, are now being acquired using predistorded images one more optical parameter of our system not previously (Robinett & Rolland, 1992; Rolland & Hopkins, 1993) mentioned, optical distortion, needs to be addressed. At to confirm that the perceived shifts are indeed larger the of this first set of time doing studies, optical predis- than the ones repotted here. tortion of the display was not yet implemented. Al- Another source of depth judgment error is due to the though the optical distortion should not have affected change in IPD of the observers as they converge their the calibration of the system as explained earlier, it did eyes on nearby objects as mentioned in Section 4.2. We affect the placement in depth of the virtual objects be- estimate the error in depth based on our computational cause the objects were laterally separated by 110 mm and model to be in the order of 19 mm for a change in IPD were displayed away from the center of distortion in at of 1.5 mm. Again our experimental results on veridical- least one of the two displays. An illustration of the ity of perceived depth may be conservative because the amount of distortion caused by the optics is shown Fig- psychophysically measured depth errors could have been ure 10. Because the exact layout and parameters of the in fact larger if IPD change had been accounted for. A optical system are known, the effect of residual distor- precise value for IPD change, however, requires a model tion on assigned depth to objects can be estimated. An of eye movements with eye rotations during conver- exact calculation of the impact of optical distortion on gence. We are currently investigating such models to be the results reported in Figures 8 and 9 was carried out included in future research.

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Another more subde, yet relevant parameter that tion in thresholds, however, is less than the elevation could have biased our results is the one of illumination. that one would predict based on the addressability of the Illumination in real environments is often punctual, i.e., display. This can be explained by the fact that antialias- it comes from a point source of light. On the other ing is performed on the images. The lower bound for hand, illumination in virtual environments is more likely depth displacement that can be computationally gener- to be directional, i.e., it is not spatially localized. More- ated is given by one over the number of addressable lines over, the spectral range of illumination can be different per millimeter divided by the number of available gray in subtle ways. For example, the illumination in the vir- levels. However, this assumes both an ideal observer as tual environment was slightly bluish, while illumination well as an interpretation of a change in as a of real objects was slightly more reddish. This is of im- change in location by the human visual system. A more portance because it has been shown that the binocular veridical prediction based on the human visual system observation of a red light and a blue light, located at the must involve a visual task such as a vernier acuity task. In same physical depth, often will cause the red one to ap- such a task, changes in location would be manipulated pear closer than the blue one, a phenomenon known as by changing luminance of the top bar and asking the chromostereopsis (Vos, 1960). Experimental data re- observer to judge if the latter is to the right or to the left ported by Vos show, however, that the maximum ampli- of the bottom bar. Such a measure would give us the tude of the effect over four observers was only 4 mm at perceived resolution of the system that includes the ob- 0.8 m viewing distance. Moreover, half of the observers server. reported that the red object (a slit in Vos's case) was per- Size and depth perception are intimately related. As a ceived behind the blue slit. Due to the very slight differ- virtual or real object is moved closer it tends to look big- ence in the spectral range of illumination sources in our ger, or similarly, as it becomes bigger it tends to look real and virtual environments, and considering the mea- closer. This is generally true for familiar objects of surements reported by Vos in saturated environments, it known size but less true for genetically shaped objects would appear that chromostereopsis has a negligible role (e.g., a cube or a cylinder) or for unfamiliar objects. Al- in our findings. though the subject could not compare the relative sizes An elevation in variance irt the measure of veridicality of the two objects to assess depth, because that possibil- of perceived depth of virtual objects was recorded. It can ity was eliminated by choosing two objects of different be interpreted as a decrease in strength of the percept of shapes, the subjects may still have used the size change in depth for virtual objects in the context ofthat specific trying to assess depth. experiment. A variant to this effect is the need for anchor To determine if size change was an important factor in points on the psychometric functions. The use of anchor making depth judgments, pilot studies were run under points was mentioned in Section 5. In their absence, two conditions: (1) the angular subtense of the virtual subjects had a tendency to drift toward larger differences object that is being translated in depth from trial to trial between perceived and physical depth, and to be more was kept constant, and (2) the size of the moving object inconsistent across repeated measures. This is indeed a was randomly selected from trial to trial within a 20% point of interest because it suggests that the percept of range of the mean value. depth of the virtual objects was somewhat unstable In the first case, the displayed object was of constant (Foley, 1991; Ellis, 1994). That is, it lacked strength in size when using one eye. When using stereo vision, on the sense that the objects did not seem anchored to one the other hand, the object appeared to actually shrink in depth but rather to be susceptible to drift more easily in size as it moved forward. This did create a countercue to space. Further perceptual investigations of this finding depth because real objects seemed bigger when looked at are necessary. closer. Under this condition, one of the subjects noticed Depth discrimination thresholds were found to be the underlying structure of the experimental setup and higher in virtual than in real environments. The eleva- the results were unchanged. The second subject was at

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first fooled and reported the objects as always farther evaluated, and set before any attempt to quantify depth away than the real object. In an attempt to record the and size perception in HMDs could be performed. This new range of perceived depth of the virtual object using part is described in detail in Sections 3 and 4. A set of a staircase method, the subject was able to recalibrate preliminary experiments in depth perception for three himself and final results remained unchanged as com- conditions real/real, virtual/virtual, and real/virtual is pared to the normal viewing condition. reported. These experiments were conducted on an opti- In the second case, no significant changes in the re- cal bench prototype see-through HMD. Data are pre- sults were observed for the few studies ran. More data sented for two viewing distances, 0.8 and 1.2 m, and for need to be collected to fully capture what is the impact three observers. Results seems to indicate that even for of size perception on the perceived depth of genetically genetically shaped objects, virtual objects are perceived shaped objects. systematically farther away than real objects given our Because we suspect that the collimation of the images current computational model for depth perception and plays a significant role in the measured errors to depth our experimental setup. Two factors, the change in sub- veridicality, the collimation remains to be experimentally jects' interpupillary distance with eyes convergence and manipulated. The crucial test of whether this or some the optical distortion of the optics, have not been ac- other, perhaps artifactual, cause is responsible is to com- counted for in the model at the time of those experi- human of collimated with im- pare performance images ments. Theoretical predictions for those two factors in- ages that are not collimated but rather are placed at the dicate that the shift in perceived depth of virtual objects same distance for accommodation and optically specified with respect to real objects would have been larger than . reported. Further studies are currently under way to a of rela- Finally, natural extension ofthe study spatial confirm those findings. The measurements reported here in HMD is to the of the tionships investigate importance were made for collimated images. The discrepancy be- amount of between the two of in- spatial overlap types tween accommodation and convergence, which may formation and (real virtual) being presented (Weishei- have caused part of the perceptual bias, is currently being Patterson & To mer, 1986; Martin, 1992). interpret investigated. If this discrepancy proves to be important results with experimental spatially overlapping objects, to depth and size judgments in combined real and virtual however, a solid understanding of the percept of depth environments, results from these experiments (1) call for and size of in combined spatially nonoverlapping objects a modified computational model that would yield the real and virtual environments is first Work is required. correct depth percept ofvirtual objects, and (2) may to and understand how currendy underway quantify drive the technology of HMDs to new directions such as affects of and spatial overlap veridicality perceived depth building in an autofocus capability so that accommoda- sizes. tion and convergence operate in a more natural way.

7 Conclusion Acknowledgments

This discusses some of the current paper important I thank the HMD and Pixel-Plane teams at UNC for their sup- with the of in- problems see-through HMDs, problems port with the various components, hardware and software, formation in combined real and virtual envi- integration necessary to carry out the studies. Especially, I would like to ronments. The measurement of perceived depths and thank Vern Chi and John Thomas for their significant help sizes of virtual objects relative to real objects in a com- with the experimental setup. I thank Anselmo Lastra for his bined real and virtual environment is proposed as a start- stimulating discussions about Pixel Plane 5 and the graphics ing point to studying these problems. A large number of library and Erik Erickson and Mark Mine for providing help parameters had to be addressed, carefully considered, with part of the software used to carry out the psychophysical

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studies. Special thanks go to Warren Robinett for his constant Deering, M. (1992). High resolution virtual reality. Computer encouragement during this research and for his help with de- Graphics, 26, 2. riving a calibration method for the system. I thank Irene Edwards, E. K., Rolland, J. P., & Keller, K. P. (1993). Video Snyder for analyzing the data, and Russ Taylor and Rich Hol- see-through design for merging of real and virtual environ- loway for stimulating discussions. Many thanks go to Christina ments. Proceedings ofthe IEEE Virtual Reality Annual Inter- Burbeck for her help with interpreting the experimental results national Symposium, 223-233. and her inspiring discussions about this research. The authors Ellis, S. R. (1993 and 1994). Personal communications. also greatly benefitted from stimulating discussions with Stan- Ellis, S. R., Tyler, M., Kim, W. S., & Stark, L. (1992). Three ley Roscoe. A special thanks goes to Marvin Scher for editorial dimensional tracking with misalignment between display advice. I thank husband, Bruce for Finally, my Scher, helping and control axes. SAE Transactions: Journal ofAerospace, with the alignment of the system and for his constant support 100(1), 985-989. this work. This research was NIH POl during supported by Enright, J. T. (1989). The eye, the brain, and the size of the CA47982-04, ARPA DABT 63-93-C-0048, NSF Cooperative moon: Toward a unified oculomotor hypothesis for the ASC-8920219, and ARPA: "Science and Technol- Agreement moon . In M. Hershenson (Ed.), The moon illusion. Center for and Scientific Visualiza- ogy Computer Graphics Hillsdale, NJ: Erlbaum, 59-121. tion," and ONR N00014-94-1-0503. Foley, J. D., & Van Dam, A. (1982). Fundamentals ofinterac- tive computergraphics. Reading, MA: Addison Wesley. Foley, J. M. (1991). Stereoscopic distance perception. In S. R. References Ellis (Ed.), Pictorial communication in virtual and real envi- ronments. Taylor and Francis. London and New York, 558- Adelstein, B. D., Johnston, E. R., & Ellis, S. R. (1992). A test- 566. bed for characterizing the response of virtual environment Fuchs, H., Poulton, J., Eyles, J., Gréer, T., Goldfeather, J., spatial sensors. The 5th AnnualACM Symposium on User In- Ellsworth, D., Molnar, S., & Israel, L. (1989). Pixel-Planes terface and Technology 15-22). Monterey, California: (pp. 5 : A heterogeneous multiprocessor graphics system using ACM. processor-enhanced memories. Computer Graphics (Proceed- & R. virtual Bajura, M., Fuchs, H., Ohbuchi, ( 1992). Merging ings ofSIGGRAPH'89), 23(3), 79-88. with the real world. objects Computer Graphics (Proceedings of Gulick, W. L., & Lawson, R. B. (1976). Human stereopsis. SIGGRAPH 203-210. '92), 26(2), London: Oxford University Press. Barrett, H. H, & Swindell, W. (1981). Radiological imaging: Hadani, I. Corneal lens and visual space per- The and Vol. 1. (1991). goggles theory ofimageformation, detection, processing, 4136-4147. New York: Academic Press. ception. Applied Optics, 30(28), R. L. (1994). Dissertation in progress. Benel, R. A. (1979). Visual accommodation, the Mandelbaum Holloway, University of North Carolina at Hill. effect, and apparent size. Technical Report BEL-79-1/ Chapel J. R. T., & Roscoe, S. N. Locus of the AFOSR-79-5. Las Cruces, NM: New Mexico State Univer- Hull, C, Gill, (1982). visual accommodation: Where in the world or sity, Behavioral Engineering Laboratory. to where in the Human Factors, 24, 311-319. Benel, R. A., & Benel, D. C. R. (1979). Accommodation in un- eye? The textured stimulifields. Technical Report Eng. Psy. 79-1/ Iavecchia, J. H., Iavecchia, H. P., & Roscoe, S. N. (1983). moon illusion revisited. Aviation, and Environment AFOSR-79-1. Champaign, IL: University of Illinois at Ur- Space, bana-Champaign, Department of Psychology. Medicine, 54, 39-64. Burton, G. J., & Home, R. (1980). Binocular summation, fu- Iavecchia, J. H, Iavecchia, H. P., & Roscoe, S. N. (1988). Eye sion and tolerances. Óptica Acta, 27, 809. accommodation to head-up virtual images. Human Factors, Campbell, C. J., McEachern, L. T., &Marg, E. (1955). Flight 30, 689-702. by periscope. Technical Report WADC TR 55-142. Wright- Janin, A. L., Mizell, D. W., & Caudell, T. P. (1993). Calibra- Patterson Air Force Base, OH: Wright Air Development tion of head-mounted displays for augmented reality appli- Center. cations. Proceedings ofthe IEEE Virtual Reality Annual Inter- Cogan, D. G. (1937). Accommodation and the autonomie national Symposium, 246-255. nervous system. Archives of Ophthalmology, 18, 739-766. Kotulak, J. C, & Morse, S. E. (1994). Relationship among

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