Publication | Closed Access
Studies of the field-of-view/resolution tradeoff in virtual-reality systems
18
Citations
0
References
1992
Year
Machine VisionVirtual WorldEngineeringHead-mounted DisplayField-of-view/resolution TradeoffVirtual WorldsDesignVirtual RealityBusinessImmersive TechnologyVirtual SpaceVirtual Objects3D Video3D User InteractionComputer-mediated RealityAugmented RealityField SizeComputer Vision
Most virtual-reality systems use LCD-based displays that achieve a large field-of-view at the expense of resolution. A typical display will consist of approximately 86,000 pixels uniformly distributed over an 80-degree by 60-degree image. Thus, each pixel subtends about 13 minutes of arc at the retina; about the same as the resolvable features of the 20/200 line of a Snellen Eye Chart. The low resolution of LCD-based systems limits task performance in some applications. We have examined target-detection performance in a low-resolution virtual world. Our synthesized three-dimensional virtual worlds consisted of target objects that could be positioned at a fixed distance from the viewer, but at random azimuth and constrained elevation. A virtual world could be bounded by chromatic walls or by wire-frame, or it could be unbounded. Viewers scanned these worlds and indicated by appropriate gestures when they had detected the target object. By manipulating the viewer's field size and the chromatic and luminance contrast of annuli surrounding the field-of-view, we were able to assess the effect of field size on the detection of virtual objects in low-resolution synthetic worlds.