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Proceedings Paper

Physiological approach to optimal stereographic game programming: a technical guide
Author(s): William L. Martens; Robert McRuer; C. Timothy Childs; Erik Viirree
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Paper Abstract

With the advent of mass distribution of consumer VR games comes an imperative to set health and safety standards for the hardware and software used to deliver stereographic content. This is particularly important for game developers who intend to present this stereographic content via head-mounted display (HMD). The visual discomfort that is commonly reported by the user of HMD-based VR games presumably could be kept to a minimum if game developers were provided with standards for the display of stereographic imagery. In this paper, we draw upon both results of research in binocular vision and practical methods from clinical optometry to develop some technical guidelines for programming stereographic games that have the end user's comfort and safety in mind. This paper will provide generate strategies for user- centered implementation of 3D virtual worlds, as well as pictorial examples demonstrating a natural means for rendering stereographic imagery more comfortable to view in games employing first-person perspective.

Paper Details

Date Published: 10 April 1996
PDF: 10 pages
Proc. SPIE 2653, Stereoscopic Displays and Virtual Reality Systems III, (10 April 1996); doi: 10.1117/12.237446
Show Author Affiliations
William L. Martens, Human Interface Contractor (United States)
Robert McRuer, Virtual I/O (United States)
C. Timothy Childs, Virtual I/O (United States)
Erik Viirree, Virtual I/O (United States)

Published in SPIE Proceedings Vol. 2653:
Stereoscopic Displays and Virtual Reality Systems III
Mark T. Bolas; Mark T. Bolas; Scott S. Fisher; Scott S. Fisher; John O. Merritt, Editor(s)

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