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3D User Interface Output Hardware, Temporal multiplexing, Polarisation…
3D User Interface Output Hardware
Visual displays
Visual Display Characteristics
Field of regard (FOR)
Field of view (FOV)
Spatial resolution, dpi
Screen geometry(shape)
Light transfer onto display surface (through what)
Refresh rate, Hz
Ergonomics
Depth Cue
Support Stereopsis
Motion parallax (Dynamic Depth Cue)
Monocular (Static Depth Cue) - viewed in single eye
a) Relative size
b) Interposition
c) Relative height
d) Shading & contour
e) Motion parallax or relative motion cue - Stronger that stereopsis
f) Occlusion, Oculomotor cue - Strongest monocular cue
accommodation-vergence
Beza dengan mata kita masa focus on object (separate focus)
Deal with accommodation-vergence mismatch
Vergence
Disparity (distance) between the physical surface of the screen
Accommodation
Focal point of the simulated world you’re staring at
Binocular Cue
a) Retinal disparity
b) Convergence
Visual Display Device Types
Single screen displays
Provide monocular and motion parallax depth cues
Pair of
stereo glasses
is also needed to achieve stereoscopic viewing
Stereoscopic viewing
require glasses
Active (Shutter glasses)
Passive glasses
Refresh rate 100 Hz (min) monitor
Small FOR
Surround-screen and multiscreen displays
Large curved display screen
FOR increase
Goal: to “surround” the user for visual immersion
Provide stereo and strong motion parallax depth cues
Workbenches and tabletop displays
rotatable, pressure-sensitive
: 2D input,
projection-based drafting table
(ada yang single vertical screen, single screen, a number of vertical screens are tiles [PowerWall-large single display] ),
L-shaped desk
-holographic impression
Head-worn displays or Head-mounted display (HMD)
Goal: to place images directly in front of the user’s eyes using one or two small screens
Use combination of refractive lenses and/or mirrors: to
present
and sometimes
magnify
the images shown on the screens
Ada yang guna
smartphones' high resolution screen
as
DISPLAY ENGINE
Ada jenis lain
Head Mounted Projective Display
Augmented Reality HWDs
Optical see-through
Video see-through
HWPD
360 FOR
Arbitrary surface displays
Illumirroom
Autostereoscopic displays
Generate 3D imagery
without need for special shutters or polarized glasses
Type of displays
Lenticular
use a cylindrical lens array
Volumetric
Create “true” 3D images
uses swept-volume technique/approach
uses static-volume technique/approach
Holographic
produce 3D imagery by recording and reproducing the properties of
light waves
from a 3D scene
Cannot produce monocular depth cues (volumetric)
Auditory displays
3D sound generation
Localisation
Need 3D Sound Generation & Sound system Configuration
Page 19-22
Auditory Displays
3D Sound Generation and Synthesis
3D sound sampling: record sound the listener
Binaural audio recording
HRTF demo
Auralisation
Auralisation techniques
Wave based modeling
Ray based modeling
Ambisonics
Wave field synthesis
Sound System Configurations
Stereophonic headphones
External speakers
Page 19-22
Audio in 3D interface
Localisation
a psychoacoustic process of determining the
location & direction
from which a sound emanates
Important 3D cue for wayfinding (Chapter 8)
Sonification
Ambient effects
Sensory substitution and feedback
Annotation and help
Haptic/Tactile Displays
Provide user with sense of touch, force, vibration,
temperature
Force (joint & muscle) and Touch (nerve endings in skin) sensations
Often coupled with input device tracking
Haptic Display Characteristics
Perceptual dimensions
Resolution-Spatial & Temporal
Ergonomics
Haptic Display Device Types
Ground referenced
create a
physical link
between the user and a
ground point (desktop, wall, ceiling, floor)
Page 25-26
Example technologies
Force-reflecting joysticks
Pen-based force-feedback devices
Stringed devices
Motion platforms
Large articulated robotic arms
Body referenced
Places the haptic device as
part of the user’s body
freedom of motion
must bear weight of device
page 27-28
Tactile
present haptic information by
stimulating tactile sense
(hands)
applying physical stimuli on human skin [jari karina]
Example technologies
Mechanical displacement
Vibrotactile
Electrovibration
page 29-30
Combination
Combine more than one haptic/tactile technology
Passive
Use passive physical representations of virtual objects to communicate their physical qualities
Haptics in 3D UIs
Use of haptic feedback
provide feedback when grabbing and manipulating virtual objects
Use of tactile feedback
identify textures on surfaces
Page 35
Characterising Displays by Level of Fidelity
degree to which
sensory stimuli
produced by a display correspond to those that would be present in the real world
Page 36
Visual display fidelity components
FOR
FOV
stereoscopy quality
refresh rate
spatial resolution
colour reproduction quality
Temporal multiplexing
alternates left- and right-eye
images in time
Polarisation multiplexing
Spectral multiplexing
Problem with inside-the-head localisation
Problem with crosstalk
Fidelity: realism of the display