Professional Documents
Culture Documents
net/publication/335794702
CITATIONS READS
28 2,682
2 authors:
Some of the authors of this publication are also working on these related projects:
All content following this page was uploaded by Fatima El Jamiy on 23 September 2019.
Abstract—The purpose of Virtual Reality (VR) is to provide Studying depth perception issue to improve it requires the use
a consistent simulation of the realistic world and make of various methods to measure the perceived distance. These
interaction between different worlds and objects possible. techniques and their effectiveness are investigated in this
Perceiving depth and distance correctly in VR is essential, but, paper.
many previous work showed an underestimation of distance in
Virtual Reality with Head Mounted Displays (HMDs). The On the other hand, Augmented Reality (AR) is growing
present work gives a literature review of the design challenges fast and pledge to enhance human potential in different areas.
of such systems, distance perception issue in VR, and study A design challenge for AR systems is assuring that virtual
perceptual research in virtual environments. We will give a objects are accurately positioned in the real world. Correct
review of the history of the work and efforts done in visual distance perception though is difficult to achieve in AR
perception to measure the perceived distance. A particular focus systems and some research showed a great compression of
will be on distance estimates methods and techniques in VR and distances in AR systems as VR systems. This paper will
AR developed throughout these work. Depth perception is one present the main research done to understand and explain this
of the important elements in virtual reality. The perceived depth issue.
is influenced by Head Mounted Displays (HMD) that
inevitability decrease the virtual content’s depth perception. The paper is structured as follows: Section 2 gives a
background on perception, depth cues and the main methods
Keywords—Virtual Reality, Augmented Reality, Perception, used to measure distance in Virtual Reality. In section 3, we
Distance Estimation, Head Mounted Displays represent a review of related work on Virtual Reality depth
perception. Section 4 examined related work in Augmented
I. INTRODUCTION Reality depth perception. We conclude our paper in Section 5.
Virtual Reality (VR) provides a typical environment
system to study perception research, because different features II. BACKGROUND
of the world can be handled and controlled through the VR A. Perception and Depth cues
system. Experiments that cannot be done in the real world, in
real time, including unprecedented operations of a The process of creating a real description of the real
comprehensive visual world allows to study the elements world is a complex system that involve many computing
influencing space and distance perception. Many research resources. The operation involving the generation of the
conducted confirmed a consistent underestimation of image on the human eye and its processing by the brain is not
measured distance in VR with HMDs. This distance completely understood. Creating a virtual environment system
underestimation is not yet completely understood, and using able to have a full simulation of the human visual system is
photorealistic rendering does not help in improving the not reachable yet, because many input parameters called depth
accuracy of the perceived distance. cues are involved in the computation of depth and distance and
are not yet fully discerned.
Virtual reality environments suffer from several
limitations. Among the main limitations, the quality and size Visual perception has been an active research for a
of HMD displays. The screen resolution of most HMD decade with a lot of work done to demystify the depth
displays is restricted, and the field of view is restricted perception mechanism. Depth perception occurs from the
compared with the real field of view. Another limitation that incorporation of various visual depth cues. Research done to
impact the VR system is the peripheral optic flow that can be understand depth perception process involves studying the
changed when the displays peripheral geometry is deformed depth cues, the visual characteristics, and the mechanism of
by the optics. Additional limitations concern the how these parameters are performed by the human visual
representation of the perceived distance in the HMD displays. system and integrated together by the brain to generate the
Eye movements are influenced by the HMD light used to representation of the visual real world.
make it focus at near ranges, which remove the parallax and As mentioned by Loomis [12], Loomis et. Al [13], and
as a result loose depth. In order to benefit from VR systems to Loomis et. Al [14], they tried to explain and run experiments
study perception, it is necessary to take into consideration to understand how this visual function works. They examined
these limitations that are challenging to cope with and should the process of mapping between real space and its creation,
be solved. The same result is concluded by all research done the relationship between the perceived space and motor action.
confirming a compression of depth perception in VR and
the effect of each input cue in the creation process of the Depth cues involve two cues types; monocular cues and
perceived distance and depth. binocular cues:
B. Virtual Reality
In 1992, Aukstakalnis and Blatner proposed a generic
definition of Virtual Reality. They consider VR as a mean for
users to visualize and interact with varied and complex
computers and data. They introduced three components to
take into account to allow a user to interact in real time in the
virtual environment (see Fig 1). These components are
Immersion, Interaction and Imagination.
Fig. 1. The three Is
• Functional definition of VR: virtual reality will allow
to get out of the physical reality to change virtually time, place
and type of interaction: interaction with an environment
Tisseau [38] defines Virtual Reality as a universe of simulating reality or interaction with an imaginary or
models that proposes the triple mediation of the senses, the symbolic world. Finally, Fuchs et al. [39] proposed a
action and the mind (see Fig 2). This mediation of the senses definition that encompasses all definitions. For this purpose,
allows the perception of the real, the mediation of the actions they are based on the ultimate goal of VR: “ The ultimate goal
makes it possible to carry out experiments while the mediation of VR is to enable one or more sensory-motor and cognitive
of the mind allows a mental representation of the reality. activity in an artificial world, created digitally which can be
Fatima and Ronald [41] explained in their work the basic imaginary, symbolic or a simulation of certain aspects of the
components of perception and Virtual Reality and how these real world”.
componenets communicate and interact with each other to To summarize the different definitions of VR and AR,
perform and process depth perception. Milgram and Khisino [40] proposed a unification of concepts
More recently, Fuchs et al. [39] proposed two definitions by proposing a continuum linking VR and AR (Fig 3).
of VR, a technical definition and a functional one:
• Technical definition of VR: VR is a scientific and C. Distance Perception Methods
technical domain exploiting computers and behavioral
interfaces in order to simulate in a virtual world the behavior Depth perception process is an unseen cognitive condition
of of 3D entities, which interact in real time with each other, and therefore not attainable directly. Using human capacity to
and with one or more pseudo-natural immersion users via compare between things and quantities, research use
sensorimotor channels; egocentric distance comparison to judge depth and distance.
Fig. 3. Virtual Reality Continuum
According to Cutting and Vishton [1], human distance TABLE I. THE VISUAL SPACE TYPES