Tele-cooperation for maintenance is usually supported by synchronous audio but only asynchronous video exchange
when only limited bandwidth is available. We present an alternative approach for such a collaborative
maintenance task. By utilizing techniques and technologies from Augmented Reality (AR) applications our approach
can provide a synchronous shared visual context for the collaborators without a direct video link but
through a Desktop VR system. To increase the spatial presence of the remote expert we employ stereoscopic
displays. The effectiveness of a stereoscopic 3D system for orientation and localization was evaluated in an abstract
experiment. In a more practical experiment the stereoscopic VR system was also evaluated by automobile
mechanics. The benefits of stereoscopic Desktop VR systems were shown in both experiments.
This paper reports on the results of a study investigating the benefits of using an autostereoscopic display in the
training targeting process of the Germain Air Force. The study examined how stereoscopic 3D visualizations can
help to improve flight path planning and the preparation of a mission in general. An autostereoscopic display was
used because it allows the operator to perceive the stereoscopic images without shutter glasses which facilitates
the integration into a workplace with conventional 2D monitors and arbitrary lighting conditions.
Depicting three dimensional surfaces in such a way that distances between these surfaces can be estimated
quickly and accurately is a challenging task. A promising approach is the use of semi-transparent textures
i.e. only some parts of the surface are colored. We conducted an experiment to determine the performance of
subjects in perceiving distances between an opaque ground surface and specific points on an overlayed surface
which was visualized using isolines and curvature oriented strokes. The results show that response times for
curvature oriented strokes were faster compared to isolines. For a trusted interpretation of these results, a
plausible explanation has to be given. We hypothesize that users visually integrate the available three dimensional
positions and thereby come to an estimate. Further experiments were carried out in order to formulate a model
which describes the involved perceptual process as several attention shifts between three dimensional positions.
The results of the experiments are reported here.
The aim of the presented research was to quantify the distortion of depth perception when using stereoscopic
displays. The visualization parameters of the used virtual reality system such as perspective, haploscopic separation
and width of stereoscopic separation were varied. The experiment was designed to measure distortion in
depth perception according to allocentric frames of reference. The results of the experiments indicate that some
of the parameters have an antithetic effect which allows to compensate the distortion of depth perception for a
range of depths. In contrast to earlier research which reported underestimation of depth perception we found
that depth was overestimated when using true projection parameters according to the position of the eyes of the
user and display geometry.