Merken

An interactive in-game approach to user adjustment of stereoscopic 3D settings

Zitierlink des Filmsegments
Embed Code

Für dieses Video liegen keine automatischen Analyseergebnisse vor.

Analyseergebnisse werden nur für Videos aus Technik, Architektur, Chemie, Informatik, Mathematik und Physik erstellt, bei denen dies rechtlich zulässig ist.

Metadaten

Formale Metadaten

Titel An interactive in-game approach to user adjustment of stereoscopic 3D settings
Serientitel Stereoscopic Displays and Applications XXIV (SD&A 2013)
Teil 27
Anzahl der Teile 36
Autor Tawadrous, Mina
Hogue, Andrew
Kapralos, Bill
Collins, Karen
Lizenz CC-Namensnennung - keine Bearbeitung 2.0 UK: England & Wales:
Sie dürfen das Werk in unveränderter Form zu jedem legalen Zweck nutzen, vervielfältigen, verbreiten und öffentlich zugänglich machen, sofern Sie den Namen des Autors/Rechteinhabers in der von ihm festgelegten Weise nennen.
DOI 10.5446/31488
Herausgeber IS&T Electronic Imaging (EI) Symposium
Erscheinungsjahr 2013
Sprache Englisch

Inhaltliche Metadaten

Fachgebiet Informatik
Abstract Given the popularity of 3D film, content developers have been creating customizable stereoscopic 3D experiences for the user to enjoy at home. Stereoscopic 3D game developers often offer a ‘white box’ approach whereby far too many controls and settings are exposed to the average consumer who may have little knowledge or interest to correctly adjust these settings. Improper settings can lead to users being uncomfortable or unimpressed with their own user-defined stereoscopic 3D experience. We have begun investigating interactive approaches to in-game adjustment of the various stereoscopic 3D parameters to reduce the reliance on the user doing so and thefore creating a more pleasurable stereoscopic 3D experience. In this paper, we describe a preliminary technique for interactively calibrating the various stereoscopic 3D parameters and we compare this interface with the typical slider-based control interface game developers utilize in commercial S3D games. Inspired by standard testing methodologies experienced at an optometrist, we’ve created a split-screen game with the same stereoscopic 3D game running in both screens, but with different interaxial distances. We expect that the interactive nature of the calibration will impact the final game experience providing us with an indication of whether in-game, interactive, S3D parameter calibration is a mechanism that game developers should adopt. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

Ähnliche Filme

Loading...