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Judgment of Natural Perspective Projections in Head-Mounted Display Environments

, , , , , and . Proceedings of ACM Symposium on Virtual Reality Software and Technology (VRST), ACM Press, (2009)accepted (acceptance rate 28\%).

Abstract

The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display's field of view. A discrepancy between these two fields of view distorts the geometry of the VE in such a way that objects and distances appear to be "warped". Although discrepancies between the geometric and the HMD's field of view affect a person's perception of space, the resulting mini- and magnification of the displayed scene can be useful in some applications and may improve specific aspects of immersive virtual environments, for example, distance judgment, presence, and visual search task performance. In this paper we analyze if a user is consciously aware of perspective distortions of the VE displayed in the HMD. We introduce a psychophysical calibration method to determine the HMD's actual field of view, which may vary from the nominal values specified by the manufacturer. Furthermore, we conducted an experiment to identify perspective projections for HMDs, which are perceived as natural by subjects-even if these perspectives deviate from the perspectives that are inherently defined by the display's field of view. We found that subjects evaluate a field of view as natural when it is larger than the actual field of view of the HMD; in some case up to 50%.

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