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effects of motion parallax from head movement on user experience in fish tank virtual reality

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dc.contributor.advisor Dailey, Matthew N.
dc.contributor.author Kongsilp, Sirisilp
dc.contributor.other Janecek, Paul
dc.contributor.other Petrasch, Prof. Roland
dc.date.accessioned 2018-01-19T05:53:47Z
dc.date.available 2018-01-19T05:53:47Z
dc.date.issued 2018-01
dc.identifier.uri http://www.cs.ait.ac.th/xmlui/handle/123456789/883
dc.description.abstract Three dimensional displays are the basis of the most widely used VR systems in everyday life. Many of us use them at home, at the cinema, and in many other places. However, the 3D display mainly relies only on the stereopsis cue, which results in static images. When a viewer moves slightly, the fixed state of the image conflicts with the behaviour of the real world objects’ projection, and disrupts the viewer’s experience. In this dissertation, I explore the role of another depth cue in Fish Tank Virtual Reality (FTVR) systems, the motion parallax cue. A VR system that effectively incorporates a motion parallax cue will allow the user to perceive depth from his or her motion. It will also become more dynamic and responsive to the user’s movement, allowing the user to view a virtual object from different perspectives. This thesis begins with an extensive literature review. The review briefly covers different kinds of VR technology. I review the notion of presence in VR and how to measure it. Then I narrow down the investigation to FTVR-related work. I briefly review the history of FTVR systems, then I review studies that compare stereopsis and motion parallax cues in FTVR. I also present studies that apply FVTR techniques and extend their impact in the research community. Lastly, I review public displays and work that models peoples’ interaction with public displays. After the literature review, the thesis includes a preliminary study I conducted to acquire first-hand experience of perspective-corrected displays and to identify technical challenges and solutions early in the research process. In this study, I build a system around the Kinect 1 and a 2D monitor. I explain the important steps in developing perspective-corrected displays. Next, the thesis explores an application of perspective-corrected displays. I present the de- sign and development of Showcase View, in which perspective-corrected displays are used to exhibit virtual objects in a public advertisement. I describe a small-scale empirical evaluation of the effectiveness of Showcase View for a new dormitory complex advertisement at our university campus. The experimental results show that technique improves users’ perception of the advertisement and the product being advertised. Lastly, I explore the role of motion parallax when combined with stereopsis in a FTVR system. I use standard questionnaires to measure visual fatigue and subjective perception of presence, and measure participants’ head movement during the experiment. The experimental results indicate that users receiving both cues have lower visual fatigue and higher ratings for presence than those receiving stereo cues only. The head movement data prove valu- able in explaining the experimental findings. I conclude that motion parallax cues improve user experience by decreasing visual fatigue and increasing users’ subjective perception of presence. en_US
dc.description.sponsorship AIT Fellowship en_US
dc.language.iso en_US en_US
dc.publisher AIT en_US
dc.subject Fish Tank Virtual Reality en_US
dc.subject Human-computer interaction en_US
dc.title effects of motion parallax from head movement on user experience in fish tank virtual reality en_US
dc.type Dissertation en_US

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