Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Partitioning digital worlds: focal and peripheral awareness in multiple monitor use
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Women go with the (optical) flow
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward Next Generation Virtual Reality Systems
ICMCS '97 Proceedings of the 1997 International Conference on Multimedia Computing and Systems
Mouse ether: accelerating the acquisition of targets across multi-monitor displays
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Wideband displays: mitigating multiple monitor seams
CHI '04 Extended Abstracts on Human Factors in Computing Systems
The VarrierTM autostereoscopic virtual reality display
ACM SIGGRAPH 2005 Papers
The Large-Display User Experience
IEEE Computer Graphics and Applications
CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tiled++: An Enhanced Tiled Hi-Res Display Wall
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Analysis of user behavior on high-resolution tiled displays
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
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In recent years high-resolution tiled display systems have gained significant attention in scientific and information visualization of large-scale data. Modern tiled display setups are based on either video projectors or LCD screens. While LCD screens are the preferred solution for monoscopic setups, stereoscopic displays almost exclusively consist of some kind of video projection. This is because projections can significantly reduce gaps between tiles, while LCD screens require a bezel around the panel. Projection setups, however, suffer from a number of maintenance issues that are avoided by LCD screens. For example, projector alignment is a very time-consuming task that needs to be repeated at intervals, and different aging states of lamps and filters cause color inconsistencies. The growing availability of inexpensive stereoscopic LCDs for television and gaming allows one to build high-resolution stereoscopic tiled display walls with the same dimensions and resolution as projection systems at a fraction of the cost, while avoiding the aforementioned issues. The only drawback is the increased gap size between tiles. In this paper, we investigate the effects of bezels on the stereo perception with three surveys and show, that smaller LCD bezels and larger displays significantly increase stereo perception on display wall systems. We also show that the bezel color is not very important and that bezels can negatively affect the adaption times to the stereoscopic effect but improve task completion times. Finally, we present guidelines for the setup of tiled stereoscopic display wall systems.