Abstract
We present SliceView, a simple and inexpensive multi-view display made with multiple parallel translucent sheets that sit on top of a regular monitor; each sheet reflects different 2D images that are perceived cumulatively. A technical study is performed on the reflected and transmitted light for sheets of different thicknesses. A user study compares SliceView with a commercial light-field display (LookingGlass) regarding the perception of information at multiple depths. More importantly, we present automatic adaptations of existing content to SliceView: 2D layered graphics such as retro-games or painting tools, movies and subtitles, and regular 3D scenes with multiple clipping z-planes. We show that it is possible to create an inexpensive multi-view display and automatically adapt content for it; moreover, the depth perception on some tasks is superior to the one obtained in a commercial light-field display. We hope that this work stimulates more research and applications with multi-view displays.
Highlights
From old black and white televisions to 3D cinemas and virtual reality, displays have revolutionized the way we learn, work and entertain ourselves; they are present in almost every aspect of our life
Each participant took an average of 50 min to perform the evaluation and complete the questionnaires
Wilcoxon tests were performed on the subjective reportings from the questionnaires System Usability Scale (SUS) and NASA TLX score
Summary
From old black and white televisions to 3D cinemas and virtual reality, displays have revolutionized the way we learn, work and entertain ourselves; they are present in almost every aspect of our life. Common displays like the monitor from a computer or the touch-screen from a mobile phone can provide static monocular cues such as occlusion, distance-size relationship, shadows or texture gradients [1]. Oculomotor cues such as binocular disparity, accommodation of the focal point or convergence cannot be generated. Head Mounted Displays (HMD) or glasses render different images for each eye, but current commercial products cannot provide oculomotor cues. They require wearing an extra device that can burden some interactions, disable the “come and interact” paradigm, or produce motion sickness. Volumetric and lightfield displays are capable of providing most of the visual cues, but creating content for them is more complicated; they are not as affordable or widespread as regular displays
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