Paper
20 February 2012 Virtual displays for 360-degree video
Author Affiliations +
Proceedings Volume 8291, Human Vision and Electronic Imaging XVII; 82911L (2012) https://doi.org/10.1117/12.912173
Event: IS&T/SPIE Electronic Imaging, 2012, Burlingame, California, United States
Abstract
In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360- degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.
© (2012) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Stephen Gilbert, Wutthigrai Boonsuk, and Jonathan W. Kelly "Virtual displays for 360-degree video", Proc. SPIE 8291, Human Vision and Electronic Imaging XVII, 82911L (20 February 2012); https://doi.org/10.1117/12.912173
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CITATIONS
Cited by 3 scholarly publications.
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KEYWORDS
Cameras

Video

Video surveillance

Virtual reality

Surveillance

Human-machine interfaces

Imaging systems

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