Abstract
Spherical fish tank virtual reality (FTVR) displays attempt to create a virtual crystal ball experience using head-tracked rendering. Almost all of these systems have omitted stereo cues, making them easy to build, but it is not clear how much this omission degrades the 3D experience. In this study, we evaluate performance and subjective effects of stereo on 3D perception and interaction tasks with a spherical FTVR display. To control for calibration error and tracking latency, we perform the evaluation on a simulated spherical display in VR. The results of our study provide a clear recommendation for the design and use of spherical FTVR displays: while omitting stereo may not be readily apparent for users, their performance will be significantly degraded (20% - 91% increase in median task time). Therefore, including stereo viewing in spherical displays is critical for use in FTVR.
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