Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
A vision-based head tracker for fish tank virtual reality-VR without head gear
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
ACM SIGGRAPH 2005 Papers
CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison
IEEE Transactions on Visualization and Computer Graphics
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Effects of Time Delay on Depth Perception via Head-Motion Parallax in Virtual Environment Systems
Presence: Teleoperators and Virtual Environments
Detours: binary interception of Win32 functions
WINSYM'99 Proceedings of the 3rd conference on USENIX Windows NT Symposium - Volume 3
Experience in the design and development of a game based on head-tracking input
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Poster: Image-Based 3D Display with Motion Parallax using Face Tracking
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Head Tracking in First-Person Games: Interaction Using a Web-Camera
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
How to realize a natural image reproduction using stereoscopic displays with motion parallax
IEEE Transactions on Circuits and Systems for Video Technology
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The interaction with 3D scenes is an essential requirement of computer applications ranging from engineering and entertainment to architecture and social networks. Traditionally 3D scenes are rendered by projecting them onto a 2-dimensional surface such as a monitor or projector screen. This process results in the loss of several depth cues important for immersion into the scene. An improved 3D perception can be achieved by using immersive Virtual Reality equipment or modern 3D display devices. However, most of these devices are expensive and many 3D applications, such as modelling and animation tools, do not produce the output necessary for these devices. In this paper we explore the use of cheap consumer-level hardware to simulate 3D displays. We present technologies for adding stereoscopic 3D and motion parallax to 3D applications, without having to modify the source code. The developed algorithms work with any program that uses the OpenGL fixed-function pipeline. We have successfully applied the technique to the popular 3D modelling tool Blender. Our user tests show that stereoscopic 3D improves user's perception of depth in a virtual 3D environment more than head coupled perspective. However, the latter is perceived as more comfortable. A combination of both techniques achieves the best 3D perception, and has a similar comfort rating as stereoscopic 3D.