In this paper, the authors conducted an experiment to evaluate the UX in an actual outdoor environment, assuming the
casual use of monocular HMD to view video content while short walking. In conducting the experiment, eight subjects
were asked to view news videos on a monocular HMD while walking through a large shopping mall. Two types of
monocular HMDs and a hand-held media player were used, and the
psycho-physiological responses of the subjects were
measured before, during, and after the experiment. The VSQ, SSQ and NASA-TLX were used to assess the subjective
workloads and symptoms. The objective indexes were heart rate and stride and a video recording of the environment in
front of the subject's face. The results revealed differences between the two types of monocular HMDs as well as
between the monocular HMDs and other conditions. Differences between the types of monocular HMDs may have been
due to screen vibration during walking, and it was considered as a major factor in the UX in terms of the workload.
Future experiments to be conducted in other locations will have higher cognitive loads in order to study the performance
and the situation awareness to actual and media environments.
Stereoscopic filming is roughly divided into two types: toed-in and parallel camera configurations. Both types have
disadvantages: toed-in cameras cause keystone distortions, and parallel cameras cause image loss by shifting. In addition,
it is difficult for inexperienced creators to understand the optimal camera settings and post-processing procedures, such
as cross points and inter-camera distance, in both types. These factors hinder the creation of stereoscopic images.
Therefore, the authors focused on improving usability in stereoscopic filming, constructed an experimental camera
system, and examined semi-automatic camera configuration function in terms of viewing safety.
Digital 3D cinema has recently become popular and a number of high-quality 3D films have been produced. However, in
contrast with advances in 3D display technology, it has been pointed out that there is a lack of suitable 3D content and
content creators. Since 3D display methods and viewing environments vary widely, there is expectation that high-quality
content will be multi-purposed. On the other hand, there is increasing interest in the bio-medical effects of image content
of various types and there are moves toward international standardization, so 3D content production needs to take into
consideration safety and conformity with international guidelines. The aim of the authors' research is to contribute to the
production and application of 3D content that is safe and comfortable to watch by developing a scalable 3D conversion technology. In this paper, the authors focus on the process of changing the screen size, examining a conversion algorithm and its effectiveness. The authors evaluated the visual load imposed during the viewing of various 3D content converted by the prototype algorithm as compared with ideal conditions and with content expanded without conversion. Sheffe's paired comparison method was used for evaluation. To examine the effects of screen size reduction on viewers, changes in user impression and experience were elucidated using the IBQ methodology. The results of the evaluation are presented along with a discussion of the effectiveness and potential of the developed scalable 3D conversion algorithm
and future research tasks.
This paper describes the trial development of an ergonomic evaluation system for stereoscopic video production. The purpose of the system is to quantify the parallax distribution of stereoscopic images and evaluate their viewing safety and comfort. The authors processed the images to extract the optical flow between the right and left images. The reference values for safety and comfort were obtained from two subjective evaluation and precedent studies. This paper reports the results of the experiments and the development of a prototype evaluation system.