20 February 2012 Virtual displays for 360-degree video
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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.
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Stephen Gilbert, Stephen Gilbert, Wutthigrai Boonsuk, Wutthigrai Boonsuk, Jonathan W. Kelly, Jonathan W. Kelly, } "Virtual displays for 360-degree video", Proc. SPIE 8291, Human Vision and Electronic Imaging XVII, 82911L (20 February 2012); doi: 10.1117/12.912173; https://doi.org/10.1117/12.912173

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