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Stereo depth-fused 3D rendering for stacked stereo displays 用于堆叠式立体显示器的立体深度融合 3D 渲染技术
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-09-17 DOI: 10.1002/jsid.2004
Yuto Morishita, Munekazu Date, Haruki Mizushina, Shiro Suyama, Kenji Yamamoto

We propose a rendering method that enables the perception of 3D images at precise positions independent of the interocular distance of the observer by combining stacked stereo display and depth-fused 3D (DFD) display and confirm its effectiveness through evaluation experiments. The depth range that can be expressed in stereo displays causes discomfort in observers because of the discrepancy between vergence and accommodation. However, the depth perceived differs depending on the interocular distance of the observer, resulting in discontinuity of the 3D image. Therefore, we propose a rendering method for stacked stereo displays that is independent of the observer's interocular distance using DFD display.

我们提出了一种渲染方法,通过将叠加立体显示和深度融合三维(DFD)显示结合起来,使三维图像在精确位置上的感知不受观察者眼间距的影响,并通过评估实验证实了这种方法的有效性。由于辐辏和调节之间的差异,立体显示所能表达的深度范围会使观察者感到不适。然而,观察者的眼间距不同,所感知的深度也不同,从而导致三维图像的不连续性。因此,我们提出了一种与观察者眼间距无关的堆叠立体显示渲染方法,即使用 DFD 显示。
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引用次数: 0
Investigation of the effect of the alignment of the eye and the virtual image of virtual reality on fatigue in viewing VR device 眼睛与虚拟现实的虚拟图像对齐对观看 VR 设备疲劳的影响调查
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-09-16 DOI: 10.1002/jsid.2007
Hyungki Hong, Hyungoo Kang

Cybersickness is a major problem hindering the use of fully immersive virtual reality (VR) systems. A mismatch between the interpupillary distance (IPD) and the inter-optical system distance (IOSD) can cause discomfort when using VR devices. To solve this, the IOSD must be aligned according to the user's IPD. Herein, we investigated the effects of the optimum alignment of IPD and IOSD on eye fatigue when using VR systems. A method was used such that the IPD and IOSD for each participant were initially aligned under the condition that binocular fusion did not occur by displaying different left and right images. Fifteen university students aged 20–26 years were included. In the alignment and misalignment states, a symptom questionnaire was used to evaluate changes in the symptoms of participants after viewing a short movie using the VR device. We found that the obtained results in the eye strain category were statistically improved in the aligned state compared with those in the misaligned state. However, there were no significant differences in the general discomfort, nausea, focusing difficulty, or headache categories. Consequently, we confirmed that the alignment of the VR device using the proposed method can reduce eye fatigue when viewing VR content.

晕机是妨碍使用完全沉浸式虚拟现实(VR)系统的一个主要问题。瞳孔间距(IPD)和光学系统间距(IOSD)不匹配会导致用户在使用 VR 设备时感到不适。为了解决这个问题,必须根据用户的瞳间距来调整 IOSD。在此,我们研究了使用 VR 系统时,IPD 和 IOSD 的最佳对齐方式对眼睛疲劳的影响。我们采用了一种方法,即在不发生双眼融合的条件下,通过显示左右不同的图像,对每个参与者的 IPD 和 IOSD 进行初始对齐。研究对象包括 15 名大学生,年龄在 20-26 岁之间。在对齐和错位状态下,我们使用症状问卷来评估参与者在使用 VR 设备观看短片后的症状变化。我们发现,与错位状态相比,对齐状态下眼睛疲劳类别的结果在统计学上有所改善。然而,在一般不适、恶心、对焦困难或头痛类别中,没有明显差异。因此,我们证实,使用建议的方法对准 VR 设备可以减轻观看 VR 内容时的眼睛疲劳。
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引用次数: 0
Subjective assessment of visual fidelity: Comparison of forced-choice methods 视觉逼真度的主观评估:强制选择法的比较
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-09-15 DOI: 10.1002/jsid.2003
Domenic Au, Sanjida Sharmin Mohona, Laurie M. Wilcox, Robert S. Allison

Increases in display resolution, frame rate, and bit depth, particularly with advances in stereoscopic 3D (S3D) displays, have increased demand for efficient compression throughout the imaging pipeline. To meet such requirements, typically the aim is to reduce bandwidth while presenting content that is visually indistinguishable from the original uncompressed versions. Subjective image quality assessment is essential and multiple methods have been proposed. Of these, the ISO/IEC 29170-2 flicker paradigm is a rigorous method used to define visually lossless performance. However, it is possible that the enhanced sensitivity to artifacts in the presence of flicker does not predict visibility under natural viewing conditions. Here, we test this prediction using high-dynamic range S3D images and video under flicker and non-flicker protocols. As hypothesized, sensitivity to artifacts was greater when using the flicker paradigm, but no differences were observed between the non-flicker paradigms. Results were modeled using the Pyramid of Visibility, which predicted artifact detection driven by moderately low spatial frequencies. Overall, our results confirm the flicker paradigm is a conservative estimate of visually lossless behavior; it is highly unlikely to miss artifacts that would be visible under normal viewing. Conversely, artifacts identified by the flicker protocol may not be problematic in practice.

随着显示分辨率、帧速率和比特深度的提高,特别是立体三维(S3D)显示技术的发展,对整个成像管道的高效压缩要求也越来越高。为了满足这些要求,通常的目标是在减少带宽的同时,呈现出在视觉上与原始未压缩版本无异的内容。主观图像质量评估至关重要,目前已提出了多种方法。其中,ISO/IEC 29170-2 闪烁范式是一种用于定义视觉无损性能的严格方法。然而,在闪烁情况下,对伪影的敏感度增强可能并不能预测自然观看条件下的可视性。在此,我们使用闪烁和非闪烁协议下的高动态范围 S3D 图像和视频来测试这一预测。正如假设的那样,使用闪烁范式时对伪影的敏感度更高,但在非闪烁范式之间没有观察到差异。我们使用能见度金字塔对结果进行了建模,该模型预测了由中等低空间频率驱动的伪影检测。总之,我们的研究结果证实,闪烁范式是对视觉无损行为的一种保守估计;它极不可能遗漏在正常观看情况下可见的伪影。相反,闪烁方案识别出的伪影在实践中可能不会有问题。
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引用次数: 0
A new gate driver employing linearly sweep signal generated module for high-resolution micro-LED display with line-by-line pulse width modulation driving method 采用线性扫描信号生成模块的新型栅极驱动器,用于逐行脉宽调制驱动方法的高分辨率微型 LED 显示器
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-09-02 DOI: 10.1002/jsid.2002
Li-Rong Zhang, Xiang-Lin Mei, Zhao-Hua Zhou, Lei Zhou, Chun Liu, Miao Xu, Lei Wang, Wei-Jing Wu, Jun-Biao Peng

A new gate driver with metal oxide thin-film transistors (MO-TFTs) has been presented for micro-light-emitting diode (Micro-LED) display. The proposed gate driver employing linearly decreasing sweep signal generated module could realize the line-by-line pulse width modulation (PWM) driving method, which is valuable for application in high-resolution Micro-LED display compared with the conventional driving method employing global sweep signal. A simple Micro-LED pixel circuit including an inverter module driven by the analog PWM method is employed to demonstrate the feasibility of the proposed gate driver. A 10 × 10 green Micro-LED display array has been fabricated with MO-TFTs backplane technology. It is shown that a 10-μs width pulse and linearly scanning sweep signal can be successfully output. Consequently, the pixel circuit array can be driven properly under analog line-by-line PWM driving method.

针对微型发光二极管(Micro-LED)显示屏提出了一种采用金属氧化物薄膜晶体管(MO-TFT)的新型栅极驱动器。所提出的栅极驱动器采用线性递减扫描信号生成模块,可实现逐行脉宽调制(PWM)驱动方法,与采用全局扫描信号的传统驱动方法相比,这种方法在高分辨率 Micro-LED 显示屏中具有重要应用价值。为了证明所提出的栅极驱动器的可行性,我们采用了一个简单的 Micro-LED 像素电路,其中包括一个由模拟 PWM 方法驱动的逆变器模块。利用 MO-TFTs 背板技术制作了一个 10 × 10 绿色 Micro-LED 显示阵列。结果表明,可以成功输出 10μs 宽度的脉冲和线性扫描扫描信号。因此,在模拟逐行 PWM 驱动方法下,像素电路阵列可以正常驱动。
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引用次数: 0
Visual perception of distance in 3D-augmented reality head-up displays 三维增强现实平视显示器中的距离视觉感知
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-08-11 DOI: 10.1002/jsid.2000
Tae Hee Lee, Young Ju Jeong

A head-up display (HUD) is conveniently used to provide information on the display without changing the user's gaze. 3D HUDs, capable of projecting three-dimensional information beyond the 2D HUDs, enable the projection of augmented reality (AR) objects into the real world. Research on the perception of 3D AR HUDs is crucial for their efficient utilization and secure commercialization. In this study, we examined whether a 3D HUD is more comfortable than a 2D HUD in the context of viewing real-world environments and augmented reality objects together. Additionally, we analyzed participants' perception of distance and fatigue for AR objects at varying distances from the 3D HUD. The study found that using a 3D HUD in an AR environment resulted in less fatigue than using a 2D HUD, as determined by a Mann–Whitney statistical analysis. Participants were able to match the depth of AR objects in a 3D HUD within a range of 3 to 50 m, with similar diopter and parallax angular distance errors, regardless of the distance of the AR object. Visual fatigue increases with increasing distance from the virtual-image plane and can be modeled as a quadratic function in the domain of diopter and parallax angles.

平视显示器(HUD)可在不改变用户视线的情况下方便地在显示器上提供信息。三维 HUD 能够投射二维 HUD 以外的三维信息,将增强现实(AR)对象投射到现实世界中。对三维 AR HUD 感知的研究对其有效利用和安全商业化至关重要。在本研究中,我们研究了在同时观看真实世界环境和增强现实对象时,三维 HUD 是否比二维 HUD 更舒适。此外,我们还分析了参与者对距离 3D HUD 不同距离的 AR 物体的距离感和疲劳感。研究发现,与使用 2D HUD 相比,在 AR 环境中使用 3D HUD 的疲劳感更低,这是由 Mann-Whitney 统计分析确定的。参与者能够在 3 至 50 米的范围内匹配 3D HUD 中 AR 物体的深度,屈光度和视差角距离误差相似,与 AR 物体的距离无关。视觉疲劳会随着与虚拟图像平面距离的增加而增加,并可模拟为屈光度和视差角域内的二次函数。
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引用次数: 0
Virtual and augmented reality: Human sensory-perceptual requirements and trends for immersive spatial computing experiences 虚拟现实和增强现实:身临其境的空间计算体验对人类感官的要求和趋势
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-08-11 DOI: 10.1002/jsid.2001
Achintya K. Bhowmik

Building on several decades of research and development, the recent progress in virtual reality (VR) and augmented reality (AR) devices with spatial computing technologies marks a significant leap in human–computer interaction, with applications ranging from entertainment and education to e-commerce and healthcare. Advances in these technologies promise immersive experiences by simulating and augmenting the real world with computer-generated digital content. The core objective of the VR and AR systems is to create convincing human sensory perceptions, thereby creating immersive and interactive experiences that bridge the gap between virtual and physical realities. However, achieving true immersion remains a goal, and it necessitates a comprehensive understanding of the neuroscience of human multisensory perception and accurate technical implementations to create a consistency between natural and synthetic sensory cues. This paper reviews the human sensory-perceptual requirements vital for achieving such immersion, examines the current status and challenges, and discusses potential future advancements.

在数十年研究和开发的基础上,虚拟现实(VR)和增强现实(AR)设备与空间计算技术的最新进展标志着人机交互领域的重大飞跃,其应用范围从娱乐和教育到电子商务和医疗保健。通过用计算机生成的数字内容模拟和增强现实世界,这些技术的进步带来了身临其境的体验。虚拟现实和增强现实系统的核心目标是创造出令人信服的人类感知,从而创造出身临其境的互动体验,弥合虚拟现实与物理现实之间的差距。然而,实现真正的沉浸感仍然是一个目标,它需要全面了解人类多感官感知的神经科学和精确的技术实现,以创建自然和合成感官线索之间的一致性。本文回顾了对实现这种沉浸感至关重要的人类感官知觉要求,审视了当前的现状和挑战,并讨论了未来可能取得的进展。
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引用次数: 0
Multi-parameter fusion driver fatigue detection method based on facial fatigue features 基于面部疲劳特征的多参数融合驾驶员疲劳检测方法
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-07-24 DOI: 10.1002/jsid.1343
Xuejing Du, Chengyin Yu, Tianyi Sun

Fatigued driving is one of the main causes of traffic accidents. In order to improve the detection speed of fatigue driving recognition, this paper proposes a driver fatigue detection method based on multi-parameter fusion of facial features. It uses a cascaded Adaboost object classifier to detect faces in video streams. The DliB library is employed for facial key point detection, which locates the driver's eyes and mouth to determine their states. The eye aspect ratio (EAR) is calculated to detect eye closure, and the mouth aspect ratio (MAR) is calculated to detect yawning frequency and count. The detected percentage of eye closure (PERCLOS) value is combined with yawning frequency and count, and a multi-feature fusion approach is used for fatigue detection. Experimental results show that the accuracy of blink detection is 91% and the accuracy of yawn detection is 96.43%. Furthermore, compared to the models mentioned in the comparative experiments, this model achieves two to four times faster detection times while maintaining accuracy.

疲劳驾驶是导致交通事故的主要原因之一。为了提高疲劳驾驶识别的检测速度,本文提出了一种基于面部特征多参数融合的驾驶员疲劳检测方法。该方法使用级联 Adaboost 对象分类器来检测视频流中的人脸。DliB 库被用于面部关键点检测,它可以定位驾驶员的眼睛和嘴巴以确定其状态。通过计算眼部长宽比(EAR)来检测闭眼情况,通过计算嘴部长宽比(MAR)来检测打哈欠的频率和次数。检测到的闭眼百分比(PERCLOS)值与打哈欠频率和次数相结合,采用多特征融合方法进行疲劳检测。实验结果表明,眨眼检测的准确率为 91%,打哈欠检测的准确率为 96.43%。此外,与对比实验中提到的模型相比,该模型在保持准确性的同时,检测时间快了两到四倍。
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引用次数: 0
Depth perception optimization of mixed reality simulation systems based on multiple-cue fusion 基于多线索融合的混合现实模拟系统深度感知优化
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-07-21 DOI: 10.1002/jsid.1341
Wei Wang, Tong Chen, Haiping Liu, Jiali Zhang, Qingli Wang, Qinsheng Jiang

Mixed reality technology can be applied to simulation training, improve surgical performance, enhance 3D game experience, and so on, attracting extensive attention of researchers. The perception of the user about head-mounted display MR using HoloLens is critical, especially for precision applications such as virtual hoisting. Designing and adding appropriate depth cues in MR scenes is an effective way to improve users' depth perception. In this study, taking virtual hoisting training system as an example, the depth perception strategy of multi-cue fusion is proposed to improve the perception effect. Based on the mechanism of human depth perception, five kinds of depth cues are designed. The depth perception effect of adding single cue is studied by perceptual matching experiment. Based on the principle of fuzzy clustering, a multiple-cue comprehensive depth optimization strategy on viewing distance scale is proposed. Finally, the perceptual matching results demonstrate the effectiveness of the multi-cue fusion strategy, and the average error is reduced by 20.68% compared with the single-cue strategy, which can significantly improve the spatial depth perception. This research can provide a reference for improving users' depth perception in interactive MR simulation systems.

混合现实技术可应用于模拟训练、提高手术性能、增强 3D 游戏体验等,受到研究人员的广泛关注。用户对使用 HoloLens 的头戴式显示 MR 的感知至关重要,尤其是在虚拟吊装等精密应用中。在磁共振场景中设计和添加适当的深度线索是提高用户深度知觉的有效方法。本研究以虚拟吊装训练系统为例,提出了多线索融合的深度感知策略,以提高感知效果。根据人类深度知觉的机理,设计了五种深度线索。通过感知匹配实验研究了添加单一线索的深度感知效果。基于模糊聚类原理,提出了视距尺度上的多线索综合深度优化策略。最后,感知匹配结果证明了多线索融合策略的有效性,与单线索策略相比,平均误差降低了 20.68%,可以显著改善空间深度感知。这项研究可为提高交互式磁共振模拟系统中用户的深度感知能力提供参考。
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引用次数: 0
Scene-content-sensitive real-time adaptive foveated rendering 场景内容敏感型实时自适应有眼图渲染
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-07-14 DOI: 10.1002/jsid.1346
Chuanyu Shen, Chunyi Chen, Xiaojuan Hu

In recent years, techniques for accelerating rendering by exploiting the limitations of the human visual system have become increasingly prevalent. The foveated rendering method significantly reduces the computational requirements during rendering by reducing image quality in peripheral regions. In this paper, we propose a scene-content-sensitive real-time adaptive foveated rendering method. First, we pre-render the three-dimensional (3D) scene at a low resolution. Then, we utilize the low-resolution pre-rendered image as input to extract edge, local contrast, and color features. Subsequently, we generate a screen-space region division map based on the gaze point position. Next, we calculate the visual importance of each 16 × 16 pixel tile based on edge, local contrast, color, and screen-space region. We then map the visual importance to the shading rate to generate a shading rate control map for the current frame. Finally, we complete the rendering of the current frame based on variable rate shading technology. Experimental results demonstrate that our method effectively enhances the visual quality of images near the foveal region while generating high quality foveal region images. Furthermore, our method can significantly improve performance compared to per-pixel shading method and existing scene-content-based foveated rendering methods.

近年来,利用人类视觉系统的局限性来加速渲染的技术越来越普遍。有焦点渲染方法通过降低外围区域的图像质量,大大降低了渲染过程中的计算要求。在本文中,我们提出了一种对场景内容敏感的实时自适应焦点渲染方法。首先,我们对三维(3D)场景进行低分辨率预渲染。然后,我们利用低分辨率预渲染图像作为输入,提取边缘、局部对比度和颜色特征。随后,我们根据注视点位置生成屏幕空间区域划分图。接下来,我们根据边缘、局部对比度、颜色和屏幕空间区域计算每个 16 × 16 像素瓦片的视觉重要性。然后,我们将视觉重要性与着色率进行映射,生成当前帧的着色率控制图。最后,我们根据可变着色率技术完成当前帧的渲染。实验结果表明,我们的方法在生成高质量眼窝区域图像的同时,有效地提高了眼窝区域附近图像的视觉质量。此外,与按像素着色方法和现有的基于场景内容的有眼窝渲染方法相比,我们的方法能显著提高性能。
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引用次数: 0
Metaverse-based remote support system with smooth combination of free viewpoint observation and hand gesture instruction 基于 Metaverse 的远程支持系统,将自由视角观察和手势指令流畅地结合在一起
IF 1.7 4区 工程技术 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2024-07-14 DOI: 10.1002/jsid.1339
Takashi Numata, Yuya Ogi, Keiichi Mitani, Kazuyuki Tajima, Yusuke Nakamura, Naohito Ikeda, Kenichi Shimada

In field operations with large machines, onsite large task spaces have been typically required. In these cases, remote skilled workers have to provide a step-by-step guide by observing the onsite situation around the large task spaces in three dimensions, instructing onsite unskilled workers on how to perform the tasks with the correct hand gestures at the right position, and switching between observation and instruction frequently during the remote support. In this study, we developed a Metaverse-based remote support system with a seamless user interface for switching between free viewpoint observation and hand gesture instruction. The proposed system enables remote skilled workers to observe the onsite field from any viewpoint, transfer hand gesture instruction to onsite workers, and seamlessly switch between free viewpoint observation and free hand gesture instruction without having to change devices. We compared the time efficiency of the proposed system and a conventional system through experiments with 28 users and found that our system improved the observation time efficiency by 65.7%, the instruction time efficiency by 27.9%, and the switching time efficiency between observation and instruction by 14.6%. These results indicate that the proposed system enables remote skilled workers to support onsite workers quickly and efficiently.

在使用大型机器的现场作业中,通常需要现场大型任务空间。在这种情况下,远程技术工人必须通过三维观察大型任务空间周围的现场情况,指导现场非技术工人如何在正确的位置用正确的手势执行任务,并在远程支持过程中频繁切换观察和指导,从而提供循序渐进的指导。在这项研究中,我们开发了一个基于 Metaverse 的远程支持系统,该系统具有无缝用户界面,可在自由视角观察和手势指导之间进行切换。该系统使远程技术工人能够从任何视角观察现场情况,向现场工人传输手势指令,并在自由视角观察和自由手势指令之间无缝切换,而无需更换设备。我们通过对 28 名用户进行实验,比较了拟议系统和传统系统的时间效率,发现我们的系统将观察时间效率提高了 65.7%,将指令时间效率提高了 27.9%,将观察和指令之间的切换时间效率提高了 14.6%。这些结果表明,建议的系统能让远程技术工人快速高效地为现场工人提供支持。
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引用次数: 0
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Journal of the Society for Information Display
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