is 3d more complicated than 2d …. really? · 2014-01-15 · is 3d more complicated than 2d …....
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Is 3D More Complicated than 2D …. Really?
Philip Corriveau Intel Corporation
Paulette Pantoja BluFocus Inc
Human Factors Steering Team
February 22, 2011
SMPTE Hollywood Chapter
3/4/2011 1
* Wikipedia ViewMaster Article
* Jeff Hecht. 3D TV and Movies: Exploring the Hangover Effect
* Disney Toy Story 3 Web Page
Evolution of 3D
2
Short Answer is Yes……
Picture this…..
3
• Meet the consumer demand for a better viewing experience whether
the consumer can not tell if the experience is real or an optical
illusion (Onural 2006)
• Consumer experience involves more than a display, it involves all
facets of the 3D system and how they interact with the consumer
• It also involves the expectations of the consumer as well as the
perceptions from the media
Goal
4
• Information gap between the media, the consumer and the current technology
• 3-D glasses coming soon from Oakley, Marchon and Xpand. Real life will
continue to be in 2-D, however (USA TODAY)
• Nintendo Warns on 3-D for Children. Young children shouldn't play three-
dimensional games. Looking at 3-D images for a long period of time could have
an adverse effect on the eyesight development (Wall Street Journal)
• The American Optometric Association (AOA), representing America’s family
eye doctors, says 3D in movies, TV and even 3D on Nintendo’s 3DS isn’t
necessarily bad for adults or children (AOA)
Why Is It Complicated?
5http://www.usatoday.com/tech/products/2010-11-08-3dglasses08_ST_N.htm
http://online.wsj.com/article_email/SB10001424052970204304204576051021329863968-lMyQjAxMTAxMDAwNDEwNDQyWj.html
• Eyes separated by a small difference
seeing two slightly different images
• Images are combined in the brain
creating the illusion of depth
• Other cues to depth include texture,
binocular disparity, perspective
• Human Factors study how these cues
affect perception and the user experience
The big picture: 3D Physical & Cognitive!!
6http://3duniversity.net/page.aspx?page=7
ST 5 Plans around - 3D STUDIES/RESEARCH
7
Overall Goals
• Phase 1: Gather Research
• Phase 2: Create 3D Test Material & Test
Plans
• Phase 3: Conduct Research and Studies
on the effects of 3D
• Phase 4: Release Studies
8
Phase 1 – Gather 3D Research
9
• Successfully gathered research on past and current
3D studies
• Concluded that further studies need to be conducted
because previous/current studies:– are not done with “Real” 3D Content. Current 3D Content is purely
technical and lab driven with more scientific results.
– are not done in typical “at home” testing environments using a
matrix of typical viewer equipment/hardware
– do not have a wide enough range of testing scenarios that closely
mimic typical user viewing habits
Phase 2 – Create Research
10
Conduct Studies
Use 3D@Home relationships with
Educational Institutions, Committees,
Groups, etc. to conduct 3D Human
Factors studies using “Real 3D
Content” and “3D Test Plan/Matrix”
Phase 3
Create “Real 3D
Content
Create “3D Test
Plan/Matrix”
Phase 2 – Create Research (cont.)
11
Create “Real 3D Content”"Bad" 3D Material
developed with variations using "tricks", ghosting, extreme divergence, multiple points of reference, abrupt
depth changes, depth conflict, reverse 3D, etc.
"Good" 3D Material developed using preferred techniques that do not have
the issues noted above
"Good" 3D Material mixed with "Bad" 3D Material
3D Material that goes to 2D for short breaks and returns to 3D Create “3D Test
Plan/Matrix”
Conduct Studies
* Subcommittee Needed
Subcommittee To-Do’s•Create “Real 3D Content” types neededDetermine/Oversee:•Who will create content•Who will encode content•Who will author content
Phase 3
12
Create “Real 3D Content”
Create “3D Test Plan/Matrix”
A matrix for how to test the “Real 3D” content must be created.
• *CONTENT: Bad 3D Content, Good 3D Content, Mixture, Animation, Live Action, Graphics, etc.
• *VIEWER: Age, Sex, Prescription Glasses, Medical conditions, viewer calibration, etc
• *HARDWARE: Display type, etc.
• *ENVIRONMENT: Distance from display, Angle of display, lighting conditions, viewer positioning
• *DURATION: Viewing time, viewing intervals, etc.
Conduct Studies
* Subcommittee Needed
Subcommittee To-Do’s•Test plans/Matrix Creation•Work with other ST committees •Work with current group relationships
Phase 2 – Create Research (cont.)
Phase 3
13
Conduct Studies
Use 3D@Home relationships with Educational
Institutions, Committees, Groups, etc. to
conduct 3D Human Factors studies using “Real
3D Content” and
“3D Test Plan/Matrix”
Subcommittee To-Do’s•Develop ST5 3D Study Program for groups to participate in
•Process, Submission Technique, Database for collection, etc.
•Identify ST5 relationships across variety of areas to conduct ST5 3D Studies:
•Educational•Scientific•Etc
Phase 3 – Conduct Studies
Create “Real 3D Content Create “3D Test Plan/Matrix”
ST 5 Overall Summary
Phase 1 - Research
Phase 2 - Create
Phase 3 – Conduct
•Completed yet ongoing for possible future collaborations and for continued knowledge
•Create a “3D Test Plan/Matrix subcommittee
•Create “Real 3D Content” subcommittee
•Create “Conduct Research” subcommittee
14
Create Real 3D Test Content and 3D Test Plans in order to provide and work with Institutions to conduct 3D Human Factor Studies which we will later share with the
Industry
Release research conducted to the Industry in order to assist in the creation of good 3D to ensure its longevity and overall proper usage for entertainment, education, etc. purposes
Using the output of all 3 subcommittee’s, conduct research
Phase 4 – Release
What Are Impressions….
15
User experience: Impressions of 3D
• Online study from CEA
and Entertainment
Technology Center of
1,914 adults between
December 9-21, 2009
• Overall, negative factors
associated with 3D
decreased after
experiencing 3D
16http://www.etcenter.org/etc-activities/projects/consumer-3d-experience-project/3d-research/
User Experience: 3D Satisfaction
• 85% were satisfied with the overall experience, four percent
were neutral to the quality but still satisfied with the experience
17http://www.etcenter.org/etc-activities/projects/consumer-3d-experience-project/3d-research/
Physiological Aspects of Real life..
18
• Accommodation: Ability the eye to focus on an object
• Vergence: Ability of the eyes to move in opposite directions to form a
single image
Vergence-Accommodation
19
Changing viewing distance
• Accommodation
http://www.sapdesignguild.org/editions/edition9/images/accomodation.png
Changing viewing distance
• Vergence
http://www.sapdesignguild.org/editions/edition9/images/accomodation.png
HF Implications by 3D Display
22
Technology Examples Associated advantages Associated
Disadvantages
Passive glasses, 1 panel Anaglyph, Micro polarizer,
Xpol, Active Retarder
Inexpensive glasses Vision Fatigue, Vertical
resolution is reduced
Passive glasses, 2 panels StereoMirror, Variable
Polarization
Flicker-free, no fatigue Expensive, bulky
Active Shutter Glasses Checkerboard Frame-
sequential
Low price, unlimited 3D
viewing angle
Shutter glasses,
brightness is reduced.
Can be expensive
Autostereo Parallax Barrier,
Lenticular
Do not require glasses Horizontal Resolution
Reduced. Low Brightness
Human Factors and Stereo Studies
23
Health Concern Outcomes Studies Limitations
Visual Fatigue /
Visual Discomfort
Subjects with moderate binocular
status show meaningful changes
Lambooij 2010 Content, Low exposure
Motion Sickness Strongest symptoms after stereoscopic
game. Movie in HMD was relaxing
Hakkinen 2002 No comparison between
stereo and non-stereo
games, HMD
Postural Sway Sway effect for stereoscopic game not
for movie
Hakkinen 2002 HMD, standing and
sitting
High-Level Cues Incorrect high-level cues such as
motion parallax suggest mind strain
Patterson 2010 No study conducted
Visual Fatigue /
Visual Discomfort
Binocular Viewer in children had few
additional
adverse effects compared to HDTV
Kozulin 2009 HMD
• Visual Fatigue
– Objective measure of decrease in performance of
the human vision system
• Visual Discomfort
– Subjective measure
• Visual Discomfort measurements should
provide an indication of the objectively
measurable visual fatigue
• Disparity
• Vergence-Accommodation
Human Factors and Stereo
24Lambooij 2009, Patterson 2009
• There are no studies on long term exposure
• Studies usually involve computer generated
content and immersive environments
• People who already have bad vision present
symptoms (Hakkinen 2002)
• There is no strong evidence for or against
stereoscopic applications causing permanent
damage to the visual system (Lambooij 2009)
General notes of current research
25
• A holistic concept that extends beyond the
quality of the sensory information and
involves presence, immersion (Chertoff 2010,
Strohmeier 2009)
User experience
26
Dimension Description
Sensory Sensory Input and perception of the stimuli. Hardware and software
Cognitive Mental Engagement with the experience. Task engagement
Affective Emotional state of the user.
Active Personal connection the user feels to the experience.
Relational Social aspects of the experience.
• Content– Longer length
– Action movies, live events, advertisement, games
– Real-unreal content does not necessarily reflect
good to bad image quality
• Unsuitable content– Soap Operas
– Documentaries
– Talk Shows
– News
User Experience: expectations(Strohmeier 2008)
27
• Requirements– Presence and engagement
– High viewing comfort
– Compatibility
– Costs
– Auto displays
– Viewing freedom
– Switchable 2D/3D
– Low cross-talk
User Expectations
28
Measuring User Experience: Subjective (Meesters 2004,
Lambooij 2009)
• Exploratory Studies
• Psychophysical Scaling
– Performance Oriented
– Appreciation oriented
• Questionnaires
29
Name Measures Type
Double-stimulus-continuous-
quality-scale method
(DSCQS)
Overall image quality for short video
sequences
Subjective
Single-Stimulus Continuous-
quality evaluation (SSQE)
Continuous time-varying quality judgments of
longer video sequences
Subjective
Measuring User Experience: Objective
Measurements (Lambooij 2009)
• Direct Measurements
– Pre- and post- tests to measure
visual fatigue
– Record vergence and
accommodation
• Indirect Measurements
– Prism, visual charts
• Brain Measurements
30
Future Research Directions
• User experience for 3D@Home involving more than
visual perception
– Immersion
• Studies that involve long exposure
• Develop methods to measure for user experience
– From Image Quality
– Scalability
31
Research Findings
32
• Home Theatre Study - Yang S,
Cooper S, Corriveau P, Doherty R,
Sheedy J
• Intel & Vision Performance Institute -
Pacific University College of
Optometry
• To compare symptoms between 2D
and 3D viewing of the same movie
Current studies on Human Factors
33
• Two hundreds and five adults (44%
female, averaged 36.6 years of age)
• Wore habitual optical correction
• Randomly assigned to 2D or 3D viewing
groups.
• Samsung 55” HD3D LCD TV
• 17 item questionnaire before and after
viewing
Procedures
34
Results
Figure 1. The 95%
confidence intervals of the
natural log odds ratio for
changes in visual and physical
symptoms (Red = 2D, n=103;
Blue = 3D, n=100). Bars
placed entirely to the right of
zero (0) indicate symptoms
that significantly increased
from baseline during or after
viewing. Bars completely left
of zero indicate symptoms
that significantly decreased
from baseline.
Results
Figure 2. The 95%
confidence intervals of the
natural log odds ratio for
changes in visual quality and
motion symptoms (Red = 2D,
n=103; Blue = 3D, n=100).
Illustrated as in Figure 1.
36
Current Studies on Human Factors
• Vergence, Accommodation, and Visual Symptoms in 3D Viewing -Shun-nan Yang
• Intel & Vision Performance Institute -Pacific University College of Optometry
37
Testing Setup
Variance in Vergent Response
Variance in Accommodative Response
Conclusions
• Current research is focused on the visual system
and the visual experience
• Lack of studies on long exposure and 3D home
content
• Lack of studies on the user experience
• Need for metrics that tie the image quality to the
user experience
41
The Ecosystem
42
The big picture: S3D System
43
S3D System
Capturing S3D
Coding Delivery Display
User
What we think happens NOW
The big picture: S3D System
44
S3D System
Capturing S3D
Coding Delivery Display
User
The Reality (the Consumer)
UserUser User
• Acquiring the real-world scene and the
corresponding 3D cues digitally while
keeping the original visual appearance
(Onural 2006, Su 2010, Meesters 2004)– Traditional 2D video camera
– Depth Camera
– Two or more cameras
• Artifacts:– Cardboard effect
– Keystone
S3D System: Capturing S3D
45
Capturing S3D
• Objects appear flat, like a scenery in a
theater (Meesters 2004, Reyes 2010)
• Caused by image acquisition parameters
or coding
• No depth perception for the consumer
Artifact: Cardboard Effect
46*Traveling Log: http://www.colouredbuttons.com/2009/06/matchbox-monday-4-rocky-
monster.html
• Trapezoidal picture shape in opposite directions
• Due to a converging camera configuration where
the cameras are positioned at an angle toward
each other
• More noticeable in the corners
• May produce visual fatigue and negative effects
on appreciation-oriented assessments
Artifact: Keystone Effect
47
• Captured data needs to be coded into a format for
delivery and display
• Several methods for coding, depend on the
capture technology
• Most common is subsampling like 2D video
• Degradation Artifacts
– Blocking
3D System: Coding (Su 2010)
48
Coding
• Discontinuity between consecutive
blocks in a picture (Cancellaro)
• One of the most relevant artifacts in
coding (Cancellaro)
Artifact: Blocking
49
• Limited by the specific requirements of
the capturing technology
• Broadcasting
– Bandwidth limitations
• Artifacts in delivery depend on coding
– Packet loss
3D System: Delivery (Su 2010)
50
Delivery
• Variant in terms of duration, intensity,
and occurrence (Boev 2009)
Artifact: Packet Loss
51
• Stereoscopic
– Require eyewear
• Auto-Stereoscopic
– Glasses Free
• Head-Mounted Displays
– Two distinct images in front of the two eyes
–
• Volumetric/Holographic
– Not a flat surface
– No glasses
3D System: Display
52
Display
• The image destined for one eye is visible to
the other eye
• Perceived as a shadow, ghost
• Caused primarily by display technology
• Can lead to visual discomfort
Artifact: Crosstalk (Meesters 2004, Reyes 2010)
53*Boev 2009
Stereoscopic displays and glasses
• Another optical element
• Reduce brightness by at least 50%
• Can be physically uncomfortable
• Awkward for people who need glasses to see clearly
S3D and Glasses
1st frame
L R L R L LR R
• Using polarized glasses
• Seeing visual information for left eye & right eye
at a time.
2nd frame
Polarized
Glasses
L L L L R R R R
• Using shuttered glasses
• Seeing visual information for left eye & right eye
sequentially.
1st frame 2nd frame
Shuttered
Glasses
Film Patterned Retarder (FPR) Shutter Glasses
Shutter glasses (SG)
• DLP technology
• Less Flicker
• Complex timing
– “Cross-talk”
FPR 3D glasses
Polarized Glasses
PolarizerQWPQWP
QWP_LQWP_RQWP_LQWP_RQWP_LQWP_RQWP_LQWP_R
QWP_LQWP_RQWP_LQWP_RQWP_LQWP_RQWP_LQWP_R
•QWP : Quarter
•Wave Polarizer
Film Patterned Retarder
3D without glasses
Autostereoscopic Displays
Parallax Barrier Lenticular Lens
Backup
59
• Fusion limits are affected by eye
movements, stimulus properties, duration
of exposure, amount of illuminance,
individual differences
• Fusion limits decrease with smaller,
detailed, and stationary objects
• Increase with larger, moving objects
Disparity
60
Virtual 3D• Separate images need to be shown to
each eye
• In order to view different depths,
– Vergence is required,
– Accommodation must remain the same
Vergence-Accommodation and 3D
S3D viewing
• Optimal human response to S3D requires different, and
varying, accommodation/vergence ratio than
encountered in real 3D
Vergence-Accommodation
Donder’s Line is the real world
The zone shows the areas of flexibility
Image courtesy of VISERG, Loughborough University
AC/A and CA/C
• Accommodation can drive vergence– AC/A is 4^/D (mean)
• Morgan MW. Clinical measurements of accommodation and vergence. Am J Optom 1944;21:301-313
• Vergence can drive accommodation– CA/C is about 0.5D/6^
• Schiemann and Wick
• And they vary by person
Which link is strongest?• A normal viewing distance of 40 cm requires
– 2.5 D of accommodation (less because of depth of field)
– 15^ of vergence
• It takes 30^ of vergence to induce 2.5D of accommodation
• It takes 3.75 D of accommodation to induce 15^ of vergence
• Neither one is strong enough to induce the necessary amount of the other
• This creates a vergence/accommodation “space” within which – disparity and proximal cues drive the eyes to fuse, and
– blur and proximal cues drive them to accommodate.
How should the visual system respond to 3D?
• Vergence without accommodation?
• Does accommodation always
accompany vergence changes?
• Do all subjects react the same?
– Almost certainly not
• Which subjects are having
symptoms?
Optometrists regularly test the accommodation and
vergence zone (ZSCBV)
• NRC and PRC are changes in vergence with no change in
accommodation
• NRA and PRA are changes in accommodation with no changes in
vergence
Symptoms caused by binocular vision disorders
• eyestrain
• eye fatigue
• general fatigue
• intermittent blurry vision
• losing one’s place while reading
• double vision
Stimulus Differences
Real Life S3D
Blur is a stimulus Blur is not an appropriate stimulus
In fact, it may hinder because it can
be inappropriate
Disparity is a stimulus Disparity is a stimulus
Proximal is a stimulus Proximal is probably weaker
Inappropriate blur
• When blur is inappropriate for the
intended depth,– then the perception of depth in space can be
distorted.
– Watt, Akeley, Ernst, Banks. Focus cues affect
perceived depth. J Vis (2005) 5, 834-862.
Appropriate blur
• When blur is appropriate:
– reaction time to depth stimuli is reduced
– Spatial distortions are reduced
– Fatigue and discomfort are reduced.
• Hoffman, Girshick, Akerley, Banks.
Vergence-accommodation conflicts
hinder visual performance and cause
visual fatigue. J Vis (2008) 8(3).
Symptoms related to Accommodative Disorders
• near blur
• post-work distance blur
• slowness of focus changes
• eyestrain
• general ocular discomfort