Paper
10 April 1996 Physiological approach to optimal stereographic game programming: a technical guide
William L. Martens, Robert McRuer, C. Timothy Childs, Erik Viirree
Author Affiliations +
Proceedings Volume 2653, Stereoscopic Displays and Virtual Reality Systems III; (1996) https://doi.org/10.1117/12.237446
Event: Electronic Imaging: Science and Technology, 1996, San Jose, CA, United States
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.
© (1996) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
William L. Martens, Robert McRuer, C. Timothy Childs, and Erik Viirree "Physiological approach to optimal stereographic game programming: a technical guide", Proc. SPIE 2653, Stereoscopic Displays and Virtual Reality Systems III, (10 April 1996); https://doi.org/10.1117/12.237446
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CITATIONS
Cited by 7 scholarly publications.
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KEYWORDS
Head-mounted displays

Eye

Standards development

Visualization

Safety

Computer programming

Image fusion

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