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Proceedings Paper

Virtual displays for 360-degree video
Author(s): Stephen Gilbert; Wutthigrai Boonsuk; Jonathan W. Kelly
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Paper 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.

Paper Details

Date Published: 20 February 2012
PDF: 9 pages
Proc. SPIE 8291, Human Vision and Electronic Imaging XVII, 82911L (20 February 2012); doi: 10.1117/12.912173
Show Author Affiliations
Stephen Gilbert, Iowa State Univ. (United States)
Wutthigrai Boonsuk, Iowa State Univ. (United States)
Jonathan W. Kelly, Iowa State Univ. (United States)


Published in SPIE Proceedings Vol. 8291:
Human Vision and Electronic Imaging XVII
Bernice E. Rogowitz; Thrasyvoulos N. Pappas; Huib de Ridder, Editor(s)

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