Document Type

Conference Proceeding

Conference

Human Vision and Electronic Imaging XVII

Publication Date

2-9-2012

DOI

10.1117/12.912173

City

Burlingame, California

Abstract

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.

Comments

This is a conference proceeding from Proceedings of SPIE 8291 (2012): 1, doi:10.1117/12.912173. Posted with permission.

Copyright 2012 Society of Photo-Optical Instrumentation Engineers. One print or electronic copy may be made for personal use only. Systematic electronic or print reproduction and distribution, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper are prohibited.

Copyright Owner

Society of Photo-Optical Instrumentation Engineers

Language

en

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