Abstract

BackgroundConsumer preference is rapidly changing from 2D to 3D movies due to the sensational effects of 3D scenes, like those in Avatar and The Hobbit. Two 3D viewing technologies are available: active shutter glasses and passive polarized glasses. However, there are consistent reports of discomfort while viewing in 3D mode where the discomfort may refer to dizziness, headaches, nausea or simply not being able to see in 3D continuously.MethodsIn this paper, we propose a theory that 3D technology which projects the two images (required for 3D perception) alternatively, cannot provide true 3D visual experience while the 3D technology projecting the two images simultaneously is closest to the human visual system for depth perception. Then we validate our theory by conducting experiments with 40 subjects and analyzing the EEG results of viewing 3D movie clips with passive polarized glasses while the images are projected simultaneously compared to 2D viewing. In addition, subjective feedback of the subjects was also collected and analyzed.ResultsA higher theta and alpha band absolute power is observed across various areas including the occipital lobe for 3D viewing. We also found that the complexity of the signal, e.g. variations in EEG samples over time, increases in 3D as compared to 2D. Various results conclude that working memory, as well as, attention is increased in 3D viewing because of the processing of more data in 3D as compared to 2D. From subjective feedback analysis, 75% of subjects felt comfortable with 3D passive polarized while 25% preferred 3D active shutter technology.ConclusionsWe conclude that 3D passive polarized technology provides more comfortable visualization than 3D active shutter technology. Overall, 3D viewing is more attractive than 2D due to stereopsis which may cause of high attention and involvement of working memory manipulations.Electronic supplementary materialThe online version of this article (doi:10.1186/s12938-015-0006-8) contains supplementary material, which is available to authorized users.

Highlights

  • The year 2009 saw the start of three dimensional (3D) consumer televisions (TVs) and the launch of Avatar in December 2009 that completely changed the mindset regarding 3D content, whether movies, documentaries, or games

  • We investigate the two 3DTV stereoscopic consumer technologies with following research questions: (i) What are the main causes of discomfort while viewing in 3D?, (ii) which technology produces better 3D visualization effects in our brain while causing minimum discomfort?, and (iii) Does viewing in 3D results in better visualization of the scenes in comparison to 2D? The better visualization refers to feeling of smooth movement in the video with better interpretation of the scene which may result in high activation at the occipital, frontal and temporal lobes

  • Mean Heart Rate (HR) is statistically significant when movie modes are compared with Eyes Closed (EC) and Eyes Open (EO) conditions while the mean Very Low Frequency (VLF) is statistically significant between the movies modes (2D, 3D glasses (3DA) and 3D mode with passive polarized glasses (3DP))

Read more

Summary

Introduction

The year 2009 saw the start of three dimensional (3D) consumer televisions (TVs) and the launch of Avatar in December 2009 that completely changed the mindset regarding 3D content, whether movies, documentaries, or games. There are 37 TV channels dedicated to full 3D content in the world. All this is resulting in an increase in 3D content being available on Blue-ray discs [2]. There are consistent reports of discomfort while viewing movies and video content in 3D mode [3]. The types of discomfort reported include dizziness, headaches, nausea etc. That should result in viewer satisfaction rather than dissatisfaction Is it the current 3D consumer technology that is the main cause of this dissatisfaction? There are consistent reports of discomfort while viewing in 3D mode where the discomfort may refer to dizziness, headaches, nausea or not being able to see in 3D continuously

Objectives
Methods
Results
Conclusion

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.