Human Vision and Electronic Imaging XVII
In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360- degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.
Society of Photo-Optical Instrumentation Engineers
Gilbert, Stephen B.; Booksuk, Wutthigrai; and Kelly, Jonathan W., "Virtual displays for 360-degree video" (2012). Psychology Conference Papers, Posters, and Presentations. 2.