The
interest in stereoscopic (or as it was called 3D) cinematography, and then in
television with stereoscopic effect, which appeared at the beginning of the
last decade, has considerably decreased [1, 2]. With few exceptions, the film
industry has practically abandoned the creation of stereo products and
television receivers have been manufactured mainly without the 3D option. One
of the reasons for such a decline, but not the only one, is the discomfort that
often appears in viewers while watching stereoscopic video – headaches, nausea,
eye carving, ailments, etc. These issues are the result of either not enough
competent consideration of the peculiarities of shooting and demonstration of
stereoscopic image, or ignoring them, or errors in the layout of the stereo
series [3].
The
devices of virtual reality have appeared several years ago in various
implementations - helmets, glasses, etc. They are still in great demand both in
the social sphere - attractions, exhibitions, museums, etc., and in the
scientific and technical field - simulators, training systems, scientific
visualization. The interest is caused by the appearance of new functionalities
of this type of stereoscopic devices - a large angle of view, up to 360 degrees,
the binding of the three-dimensional image to the direction of the observer's
gaze, and in a number of implementations and its location and movement in
space, the ability to interact with other virtual or real objects. The
requirements to the generated image in such devices are clearly much stricter
than in stereoscopic cinematography or television. The system is adaptive and
in addition to the need to comply with the requirements imposed by the stereoscopic
nature of the video sequence, there are also requirements for the speed of
feedback, i.e. compliance with the position of the observer and the direction
of his eyes at every moment of time.
Thus
the factors leading to possible discomfort become more significant.
Therefore
in order for virtual and augmented reality devices not to suffer the fate of
stereoscopic cinematography and television, the above requirements must be
strictly observed. This work is devoted to the consideration and formulation of
requirements for stereoscopic characteristics of the formed three-dimensional
image in virtual reality devices of different purposes. In addition an experimental
study of the stereoscopic capabilities of virtual reality helmets has been
carried out, and as a result there are recommendations for their modernization.
The
general approach to the estimation of the influence of stereoscopic character
of the 3D image formation in the helmets of virtual reality on the depth of the
reproduced space is considered in work [4]. The optical scheme of the virtual
reality helmet is analyzed (Fig. 1), which repeats the simplest stereoscope in
its construction and functional elements [5]. Two angles of the displayed
visual environment are formed on the Ý1
and Ý2
screens, located at some distance from the Ë1
and Ë2
lenses, through which the perceived three-dimensional stereoscopic image is
considered.
Fig. 1. Principal
optical scheme of the virtual reality helmet
The
distance L from the lenses (actually from the eyes of Ãëë
and Ãëï)
to the virtual screens of Ýâë
and Ýâï,
which are the image of the screens of Ýë
and Ýï,
in the lenses of Ëë
and Ëï,
respectively, is determined by their focal length f, the distance l
from the lenses to the screens and is calculated by the known formula of the
lens [6]:
1/L = 1/l - 1/f(1)
The
distance L to the virtual screen that displays flat images of the right and
left angles of the visual environment is in fact a definition for the
assessment of the possible depth of stereoscopic 3D image, perceived calmly and
without various painful sensations.
In
addition to various technological factors leading to possible discomfort when
viewing stereoscopic images, there is a vertical parallax, excessive positive
horizontal parallaxes, confused angles, etc. [5, 7, 8].This variable can be
eliminated at the stage of creating a video sequence, the main negative role is
played by the so-called gap between accommodation and convergence [5, 7]. This
gap is due to the fact that eye accommodation, i.e. focusing, is always carried
out on the screen plane, in this case virtual, and the reduction of the optical
axes of the eyes - convergence, is made on the considered element of the 3D
image, located, in general, outside the screen. This characteristic Δ
is calculated as an absolute value of the difference between the angles of
optical eye axes when observing the image element located in the plane of the
screen αak
(accommodation angle) and outside it - αakon
(convergence angle):
Δ
= / αàê
- αêîí/(2)
Clearly
that the greater the depth of the stereoscopic space that is perceived, the
greater the size of the space and the greater the risk of pain in viewing.
There are limits to the gap between accommodation and convergence for
comfortable viewing. For various applications of stereoscopic reproducing
systems and comfort requirements, the range of changes in this value ranges
from 16 - 32' [9, 10] to 70 - 110' [5]. The first range is tougher and provides
almost no discomfort during viewing. This restriction should be taken into
account when developing devices for children, creating stereoscopic manuals,
etc. The second range is less rigid - short-term small discomfort sensations
are possible in various attractions, shows, etc., it is the range that is
accepted in stereoscopic cinematography.
Distances
to the near and far borders of the area in which the stereoscopic image is
perceived quite comfortably according to [5] are defined as the field depth
limits of view for the observer's eyes focused on the screen plane, in our case
the virtual one on which the angles are formed. The angular resolution of the
eye δ, chosen to determine this
sharpness, characterizes the above ranges of accommodation and convergence
rupture. In accordance with [4, 10], expressions (3) are used to find distances
to the borders of the observed comfortably stereoscopic image, and the dependence
of the accepted angular resolution of the eye with the value of the gap between
accommodation and convergence determines the expression (4):
,
, when d ≥ Lδ(3)
L2 = ∞, when d ≤ Lδ,
Δ ≈ Bδ/d ≈16 δ(4)
L1,2 – the distance to the nearest and farthest area borders of stereo
image comfortable perception, B - the eye base (65 mm), d - the
diameter of the eye pupil (4 mm).
As
it can be seen from equations, the depth of the stereoscopic space perceived
without stress depends significantly on the value of L, the distance to
the virtual screen, and δ,
the chosen angular resolution, which determines the acceptable gap between
accommodation and convergence. It is therefore clear that the optical calculation
of the virtual reality helmets should be based on its purpose, i.e. the
required depth and distance to it, and the user population. Fig. 2 shows the
graphs of dependences L1 - upper curves and L2
- lower curves of the distance L for two characteristic values of
angular resolution δ.
The value δ = 2', which is close
to the eye resolution limit of 1' [11], determines the minimum value Δ
= 32', which is sufficient to make undesirable painful sensations during viewing
whole depth of stereoscopic space practically absent. As noted above this
condition is necessary where the complete lack of possible painful sensations
is critical - use in childhood and school age, in educational devices, etc. A
value of δ = 6', corresponding to
Δ
= 96', can be used with less stringent restrictions, similar to those adopted
when creating a video sequence in stereoscopic cinematography.
Fig. 2. Graphs of
dependencies L1 - upper curves and L2 - lower curves from
the distance L to the virtual screen. The blue color shows the dependencies for
δ = 2', the green color - δ = 6'.
Vertical
asymptotes to the lower parts of the chart are represented by the dotted line
of blue and green colors respectively. Their intersection with the L-axis
determines the minimum distance to the virtual screen, at which the distance to
the far edge of the comfort area goes into infinity. For the selected values
of δ equal to 2' and 6' we have L2 = 6.9 m and L2 =
2.3 m respectively.
At
the same time the distances L1 to the nearest border of the comfort
zone according to (3) are half as small and has L1 = 3.45 m and L1 = 1.15 m, respectively. These parameters are optimal
for virtual reality helmets designed to display objects of visual environment
located at long distances, up to infinity, for example for aircraft simulators.
Increasing the distance to the virtual screen will increase the distance to the
near edge of the comfort zone.
For
short distances to the virtual screen, as can be clearly seen (Fig. 2), the
depth of the stereoscopic space is extremely small and grows rapidly with distance
increase. These curves allow us to formulate the initial conditions for the
calculation of the optical scheme overall parameters of the virtual reality
helmet. If the helmet is intended to demonstrate far objects with a maximum
distance to them, for example, 6 m, then through this point on the lower axis
of ordinates (Fig. 2) should be drawn a horizontal line up to the intersection
of the curve under consideration and through the resulting intersection point a
vertical line. The intersection point with the abscissa axis will indicate the
necessary distance to the virtual screen. The distance between the helmet
lenses and the display screens (Fig. 1) is calculated by formula (1).
The
intersection with the upper curve determines the distance to the nearest border
of the area of space to be perceived comfortably. In our case, for δ =
2' and δ = 6', the optimal distances from the lenses to the virtual
screen are 3.2 m and 1.7 m, respectively, and the distances to the nearest
boundary of the stereoscopic image are 2.2 m and 1.0 m. The geometric
constructions of the given process are highlighted in Fig. 2 with dotted red
lines.
Similar
constructions should be performed in reverse order, if the near border of the
stereoscopic image area is critical without tension. Clearly it is not always
possible to achieve the desired results for the near and far borders of this
area at the same time. In such cases it is necessary to look for a compromise
solution and either limit its size or allow some violations of the
restrictions.
Note
also that the above reasoning gives estimated results and requires additional
analysis, because there are secondary factors of discomfort associated with the
peculiarities of the video sequence itself, its dynamics, smooth movement of
objects in depth, their mutual position in space, duration of the
demonstration, etc. 4, 9], which may impose additional restrictions on the
depth of the stereoscopic image.
Currently
there is a wide variety of virtual reality helmets on sale, both simple and
cheap (from hundreds to several thousand rubles), designed primarily to work
with smartphones, and more expensive and complex devices, with some adjustments
and with built-in screens costing from tens to several hundred thousand rubles.
However, the accessible documentation on these devices in the majority does not
contain data on dimensional characteristics of optical schemes and in
particular on an arrangement distance of the virtual screen. Accounting this
parameter plays an important role in the appearance of undesirable sensations
when viewing stereoscopic video was provide the optical parameters experimental
research of the virtual reality helmets, both cheap and more expensive. At the
same time, more attention was paid to the cheapest samples as the most
accessible and, accordingly, more widely used ones. For the experimental
measurement of the distance from the lenses to the location of the virtual
screen was collected installation, schematically depicted in Fig. 3. On the
optical axis one of the lenses (in this case for the left eye) Ëë
helmet Ø
at some distance from it was a reference lens Ëç
with a known focal length F, after which was installed a scattering
light screen Ýð.
The measuring lens and screen were able to move along the optical axis. The
image of the bar contrast test object was formed with PC and was translated to
the corresponding screen of the display Äë.
For helmets in which could be placed smartphone a similar image was displayed
on the screen.
Fig. 3. Basic
installation diagram for distance measurement to the virtual screen
The
Ëý
reference lens has been moved sequentially along the optical axis, occupying
several fixed discrete positions relative to the helmet. For each of them, the Ýð
screen was set up at the best focusing point for the image of the test object
determined visually by a magnifier. Then the distances between the reference
lens and the screen (a) and one of the helmet lenses (â)
were measured. The distance L from the helmet lens to the location of
the Ýâ
virtual screen was determined by the lens formula with subsequent averaging:
Li =aF/(a - F) - b(5)
L =
where n = 5 number of measurements.
Seven
samples of virtual reality helmets were selected for measurements. Three
helmets from the low-cost segment that work in connection with a smartphone are
Ritech Riem3, Qilive Max and VR Shinecon. The last two samples had the
possibility of changing the distance to the display, so two sets of
measurements were made for them – for the near and farther location of the
virtual screen. The two helmets are relatively expensive, the Oculus Rift DK-2
and Display Systems i-glasses 3D. An experimental helmet sample was also researched
to display the external visual environment of the ESHVO1 and the FXT Viper 5.8
GHz helmet (glasses), designed to work as a video recorder in conjunction with
a radio-controlled quadcopter. Note that the available documentation for all
but one of these devices, Display Systems i-glasses 3D, does not contain
information about the location of the virtual screen.
The
results of the measurements are shown in Table 1. It is easy to see that except
for the two samples, the fourth and fifth in the table, all helmets are
designed in such a way that the distance from the lenses (observer's eyes) to
the virtual screen, on which the images of the two angles are formed, does not
exceed 370 mm. At such small values of distance L the depth of
comfortably perceived space according to formulas (3) and diagrams in Fig. 2
will make only 140 mm for less strict criterion, and 50 mm for rigid
restriction.
Table 1
¹
|
Helmet name
ÂÐ
|
Distance to virtual
screen
L
(mm)
|
Note
|
1
|
Ritech Riem3
|
360
|
|
2
|
Qilive Max
|
360
|
Adjustment option
|
210
|
3
|
VR Shinecon
|
370
|
Adjustment option
|
170
|
4
|
Oculus
Rift DK-2
|
1600
|
|
5
|
Display Systems
i-glasses 3D
|
4000
|
Data from technical
documentation
|
6
|
ÝØÂÎ1
|
300
|
Experimental sample
|
7
|
FXT
Viper 5.8 GHz
|
300
|
Glasses for quadrupter
operation
|
At the same time the descriptions and technical
characteristics of the helmets sold do not contain information about needs to
limit the depth of the reproduced stereoscopic image of virtual reality
anywhere, while it is the deep scenes which are significantly beyond the marked
limits due to the effectiveness impact on observers are usually demonstrated at
home and in small attractions. It is the helmets similar to the first three in
Table 1, that are particularly popular with young people and teenagers because
of their ease of use - their ability to use a smartphone - and their affordable
price, and that often ignore some of the signs of discomfort that can lead to
unwanted complications. Therefore one of the most important goals of this
article is to pay special attention to the peculiarities of stereoscopic
formation 3D image and to the associated risk of pain during viewing and
subsequent complications.
Optical parameters of the remaining two helmets
allow to observe painlessly stereoscopic image in a sufficiently large range of
depths, corresponding to the curves shown in Fig. 2. As for the helmet under
the fifth number in the table, the observed image is flat without stereoscopic
effect and is formed by a mono screen with the help of an aspherical mirror at
a small distance (300 mm) from the observer's eyes. Accordingly there is no gap
between accommodation and convergence in it. However, taking into account its
purpose - control of the quadcopter and reading video information from it, it
would be more expedient to take this image to infinity and make the process of
control and viewing more natural and quiet, as it is done in aircraft
simulators.
Accounting above mentioned problems related to the
peculiarities of stereoscopic images demonstration, when buying virtual reality
helmets one should be interested in the location of the virtual screen. In the
absence of such information measurements similar to the above should be made.
If necessary and if it is structurally possible to use smartphones as an image
source for inexpensive helmets, they can be upgraded. For this purpose it is
necessary to increase the distance between the lenses Ë1,
Ë2
and the screen of the smartphone Ä
(Fig. 1), move the last by a small distance determined experimentally using the
above methods and scheme of measurement (Fig. 4). The test image should be
displayed on the screen near the focus of the Ëè
lens. The angle of view will be slightly reduced so a compromise must be found
between the quality of the stereoscopic image and the degree of its realism.
Clearly such upgrade of the helmet will require further development of the
helmet, connected with the reconstruction of the rear wall of the device.
The following conclusions and recommendations can be
drawn from the analysis and research.
1. The distance from the observer's eyes to
the formation place of the virtual screen in the helmet of virtual reality
plays a decisive role in determining the depth of the comfortably perceived
stereoscopic space and the distance to it. Are given analytical and graphical
data for calculation of these values and examples of their use.
2. Experimental studies of real and
affordable virtual reality helmets have shown that for most of them the during
demonstration deep 3D scenes can cause painful feelings, which are unacceptable
especially for users children and school age.
3. Recommendations to upgrade virtual
reality helmets to improve their display properties are given.
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