

de Recherche et d’Innovation
en Cybersécurité et Société
Conti, J.; Ozell, B.; Paquette, E.; Renaud, P.
Adjusting stereoscopic parameters by evaluating the point of regard in a virtual environment Article de journal
Dans: Computers and Graphics (Pergamon), vol. 69, p. 24–35, 2017, ISSN: 00978493 (ISSN), (Publisher: Elsevier Ltd).
Résumé | Liens | BibTeX | Étiquettes: Cameras, Cave automatic virtual environments, Cell proliferation, Depth of field blur, Depth-of-field blur, eye tracking, Immersive virtual environments, Inter-camera distance, Point of regard tracking, Point of regards, Research and development, Stereo image processing, Stereoscopic parameters, Subjective evaluations, virtual reality
@article{conti_adjusting_2017,
title = {Adjusting stereoscopic parameters by evaluating the point of regard in a virtual environment},
author = {J. Conti and B. Ozell and E. Paquette and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85032854314&doi=10.1016%2fj.cag.2017.08.017&partnerID=40&md5=529b21bdd959c209d79b5262fae53516},
doi = {10.1016/j.cag.2017.08.017},
issn = {00978493 (ISSN)},
year = {2017},
date = {2017-01-01},
journal = {Computers and Graphics (Pergamon)},
volume = {69},
pages = {24–35},
abstract = {Despite the growth in research and development in the area of virtual reality over the past few years, virtual worlds do not yet convey a feeling of presence that matches reality. This is particularly due to the difference in visual perception of flat images as compared to actual 3D. We studied the impact of two parameters of the stereoscopic configuration, namely, the inter-camera distance (ICD) and the presence of a depth of field blur (DOF blur). We conducted an experiment involving 18 participants in order to evaluate this impact, based on both subjective and objective criteria. We examined six configurations which differed in the presence or absence of DOF blur and the value of the ICD: fixed and equal to the anatomical interpupillary distance, fixed and chosen by the participant, or variable, depending on the depth of the viewer's point of regard (POR). The DOF blur and the variable ICD require the use of an eye tracking system in order to be adjusted with respect to the POR. To our knowledge, no previously published research has tested a gaze-contingent variable ICD along with dynamic DOF blur in a Cave Automatic Virtual Environment. Our results show that the anatomical and variable ICD performed similarly regarding each criterion of the experiment, both being more efficient than the fixed ICD. Besides, as with earlier similar attempts, the configurations with DOF blur obtained lower subjective evaluations. Although mainly not significant, the results obtained by the variable ICD and DOF blur are likely due to a noticeable delay in the parameters update. We also designed a new methodology to objectively compare the geometry and depth rendering, based on the reproduction of the same scene in the real and virtual setups, and then on the study of resulting ocular convergence and angular deviation from a target. This leads to a new comparative criterion for the perceptual realism of immersive virtual environments based on the visual behavior similarity between real and virtual setups. © 2017 Elsevier Ltd},
note = {Publisher: Elsevier Ltd},
keywords = {Cameras, Cave automatic virtual environments, Cell proliferation, Depth of field blur, Depth-of-field blur, eye tracking, Immersive virtual environments, Inter-camera distance, Point of regard tracking, Point of regards, Research and development, Stereo image processing, Stereoscopic parameters, Subjective evaluations, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, É.; Guitard, T.; Laforest, M.; Dumoulin, S.; Robillard, G.
Modes of immersion and stress induced by commercial (off-the-shelf) 3D games Article de journal
Dans: Journal of Defense Modeling and Simulation, vol. 11, no 4, p. 339–352, 2014, ISSN: 15485129, (Publisher: SAGE Publications Inc.).
Résumé | Liens | BibTeX | Étiquettes: 3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality
@article{bouchard_modes_2014,
title = {Modes of immersion and stress induced by commercial (off-the-shelf) 3D games},
author = {S. Bouchard and F. Bernier and É. Boivin and T. Guitard and M. Laforest and S. Dumoulin and G. Robillard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84928156971&doi=10.1177%2f1548512912446359&partnerID=40&md5=59116f3611c07948453d1cb5e474dfbb},
doi = {10.1177/1548512912446359},
issn = {15485129},
year = {2014},
date = {2014-01-01},
journal = {Journal of Defense Modeling and Simulation},
volume = {11},
number = {4},
pages = {339–352},
abstract = {Developing a stress-management training (SMT) system and protocol for soldiers can help them cope better with stress experienced in theatre operations. Using 3D horror games in virtual reality (VR) can present an attractive simulation method for soldiers. This study was conducted to find out whether it is possible to stress soldiers moderately using VR and which technology is more efficient to do so. A total of 47 soldiers returning from Afghanistan played two 3D firstperson shooter (FPS)/horror games (Killing Floor and Left 4 Dead) on three different types of immersive technologies (a 22-inch stereoscopic monitor, a 73-inch stereoscopic TV and a CAVE™). As a control and reference comparison of induced stress, participants were exposed to the Trier Social Stress Test (TSST), a standardized stress-inducing procedure. Results were supporting of our work, devising an effective low-cost and high-buy-in approach to assist in teaching and practicing stress-management skills. Repeated measures analyses of variance (ANOVAs) revealed statistically significant increases in the soldiers’ respiration rates and heart rates while playing the 3D games and during the TSSTs. No significant interactions were found. Increases in physiological arousal among the soldiers were significant when comparing the baseline to the immersion and to the TSST, but not when comparing both stressors. Immersion in 3D games is proposed as a practical and cost-effective option to create a context that allows practicing SMT. © 2013 The Society for Modeling.},
note = {Publisher: SAGE Publications Inc.},
keywords = {3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality},
pubstate = {published},
tppubtype = {article}
}