
To appear in the International Symposium on Mixed and Augmented Reality (ISMAR) 2014. A Study of Depth Perception in Hand-Held Augmented Reality using Autostereoscopic Displays Matthias Berning∗ Daniel Kleinert Till Riedel Michael Beigl Karlsruhe Institute of Technology (KIT), TECO, Karlsruhe, Germany ABSTRACT AR. Different virtual objects were embedded in a real scene and Displaying three-dimensional content on a flat display is bound displayed to the user. The participants in our study had to align to reduce the impression of depth, particularly for mobile video them accurately with a real object. The goals were a) to verify see-trough augmented reality. Several applications in this domain if the autostereoscopic display can help an user to understand the can benefit from accurate depth perception, especially if there are spatial relation between real and virtual objects and b) to compare contradictory depth cues, like occlusion in a x-ray visualization. the effect to other depth cues. The use of stereoscopy for this effect is already prevalent in head- 2 DEPTH PERCEPTION AND STEREOSCOPIC DISPLAYS mounted displays, but there is little research on the applicability for hand-held augmented reality. We have implemented such a proto- According to Cutting [2], the relative importance of different depth type using an off-the-shelf smartphone equipped with a stereo cam- cues is determined by the distance of the objects to the user. There era and an autostereoscopic display. We designed and conducted an are three different areas: In personal space, from 0-2m directly in extensive user study to explore the effects of stereoscopic hand-held front of the observer, binocular disparity provides the most accu- augmented reality on depth perception. The results show that in this rate depth judgments. It is the most important depth cue provided scenario depth judgment is mostly influenced by monoscopic depth by stereoscopic vision and particularly useful to resolve ambigui- cues, but our system can improve positioning accuracy in challeng- ties created by other perceptual cues. Kyto¨ et al. [9] list some of ing scenes. its special benefits for AR, e.g. the layering of augmentations to increase the information density. Keywords: Autostereoscopy, mobile devices, depth perception, Current autostereoscopic displays are either of the lenticular augmented reality, user study sheet or the parallax barrier type [13]. Both have in common, that a Index Terms: H.5.1 [Information Interfaces and Presentation]: normal display is used and the images for the left and right eye are Multimedia Information Systems—Artificial, augmented, and vir- arranged in interleaved columns. By applying a sheet to structure tual realities; H.5.2 [Information Interfaces and Presentation]: User the emitted light, each image is only visible from a specific angle Interfaces—Ergonomics which should be the corresponding eye of the user. Due to this arrangement, stereopsis is only achieved in a specific distance and 1 INTRODUCTION orientation to the display, which is one of the major drawbacks. An- other problem is the conflict between accommodation and conver- Depth distortion is still one of the most common perceptual prob- gence, which are directly linked in normal vision. When consum- lems found in Augmented Reality (AR) today [8]. It describes the ing binocular content on a flat screen, the relative orientation of the issue that users cannot correctly identify the spatial relation be- eyes will change (convergence) but the focus has to stay fixed on the tween objects based on their viewpoint, which is especially the case screen (accommodation). Nevertheless, recent studies have shown for the combination of real and virtual objects. Depending on the that these devices can improve the user experience when consum- application this information can be crucial for a good performance, ing content on a hand-held device [14]. To this date, off-the-shelf e.g. in maintenance task, manuals or when visualizing occluded smartphones are only available with parallax barrier type displays. objects [16]. They structure light by superimposing fine vertical lines onto the There is already a large body of research in the area of depth display, blocking every second column for each eye. Through the perception for AR, which is focused on head-mounted displays [18, use of liquid-crystal arrays for this barrier, the stereoscopic function 10, 17, 5]. This is viable for professional applications, but due to can be controlled dynamically. commercial reasons, the current platform of choice for consumer oriented AR, are mobile hand-held devices. Since they are limited 3 RELATED WORK to video see-through AR and offer only a small field-of-view, these devices are even more prone to depth distortion. Understanding the perception of depth is a widely researched topic The availability of smartphones featuring an autostereoscopic in VR and AR, although most of it is focused on HMDs. The work display could enable the use of binocular depth cues in this area. of Swan et al. [18] is exemplary for the conducted studies and is The displays promise a high degree of immersion and increased listed here explicitly because of the survey on the field included spatial awareness through a single screen without the need for addi- in the publication. They conducted two experiments to investigate tional glasses worn be the user (i.e. polarized or shutter). In combi- the effects of stereoscopic vision on depth judgment in head-worn nation with the two cameras on the back of the device, it is possible AR. Both showed a main effect of stereoscopy on depth judgment, to realize true stereoscopic AR. resulting in greater accuracy. Our contribution in this work is an experimental evaluation on Dey et al. [3] looked at the effect of different hand-held screen the effect of stereopsis for depth perception in mobile hand-held sizes and resolutions on depth-perception. In several AR test sce- narios, they found a significant effect of resolution on distance esti- ∗e-mail: [email protected] mation. Autostereoscopic displays were not part of their evaluation. The authors of [1] conducted a Wizard-of-Oz study, using a cutout phone to simulate the effects of binocular vision on position- ing accuracy of a hand behind the device. They show that perfor- mance was worse using a monocular setting. A functional prototype 1 To appear in the International Symposium on Mixed and Augmented Reality (ISMAR) 2014. Tracker ing and rendering, mapped to the Android OS. The basic frame H processing is depicted in Figure 1. We extended the framework in (ARToolKitPlus) HHMM L 2 M several aspects to increase performance, while maintaining or even reducing resource consumption. This includes upgrading the track- rmCriap aremaC 3 M Renderer (Rajawali) ing library to ARToolKitPlus [19] and replacing the renderer with E Rajawali 4. To maximize throughput for the stereoscopic mode, we 3 4 H 5 HMME R M limit tracking to the left video stream and calculate the transfor- mation for the virtual objects in the right part based on the camera 1 offset. In addition to the lower resource consumption, this also pre- vents tracking errors from interfering with the stereoscopic effect. We had to find the optimal configuration for the LG Real3D API, Figure 1: Basic frame processing pipeline of our stereoscopic AR which provides fine grained control over the camera and display framework: (1) read camera frame from stereo pair, (2) detect hardware. Camera frames are set to be placed in top-bottom ar- markers in left image, (3) convert frame and draw it to the can- rangement in memory, meaning the left frame is located before the vas, (4) transform augmentations for left side and render, (5) apply right, allowing for sequential access to each one. By using the extrinsic camera transformation and render right side. YUV image format, the luminance component can be separated easily and is forwarded to the tracker. The used tracking resolu- tion is 640 × 480. Camera calibration from the OpenCV package using video see-trough could not be tested. produced the intrinsic camera parameters, as well as the extrinsic The Nintendo 3DS1 is a hand-held gaming console that supports transformation matrix ME from the left to the right camera image. stereoscopic AR. There are some games that use this feature, but After our first trials provided an unpleasant viewing experience the development on this platform is restricted by the manufacturer. due to unsatisfactory alignment, we identified the automatic dis- Structured evaluations on the effects of depth-perception were not parity remapping of the phone to be responsible. Disparity remap- possible with the available software. ping is used in stereoscopic video recordings to warp the source The work of Kerber et al. [7] is the most relevant for our own images to shift the perceived depth of the scene to a range, which is experiments. Similar to our work, they conducted an experiment comfortable for the user, based on the employed display [12]. Our to determine the depth discrimination ability of participants using hardware and also most other consumer electronics, enable such an a smartphone with an autostereoscopic display. For this purpose, algorithm by default. The algorithm interferes with our camera cal- two virtual textured cubes with varying size were displayed above ibration and the effects on depth perception are neither quantifiable, a real table and the subjects had to decide which one was closer. In nor correctable, so we disabled it completely by setting the param- auto-convergence their analysis, they found no significant effect of the stereoscopic eter . This is also necessary to ensure that condition on depth perception. Unfortunately, the paper does not the displayable depth range is not skewed and lies completely be- clarify how they handled the automatic disparity remapping per- hind the display from the user perspective.
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