Abstract

Aim: Increasingly, those who are considered ‘stereoblind’ by clinical testing, report that a 3D effect is perceived when watching stereoscopic films at the cinema. We report here the findings of a pilot study investigating the perception of 3D of stereoscopic video clips and games consoles, in observers who have no measurable stereo-acuity. Methods: Seven subjects were assessed for stereoacuity using standard clinical tests. They were then asked to perform an object depth ordering task on an autostereoscopic screen (Nintendo 3DS) and a 3D video rating task, to determine recognition of depth in entertainment media. Results: No subject had measurable stereo-acuity or simultaneous perception. Only 2 subjects achieved 41% and 55% correct depth identification on the 3DS task; the other 5 subjects performed poorly. When viewing stereoscopic 3D video clips, even subjects who demonstrate zero ability to identify depth on the 3DS task rated the ‘pop-out’ 3D effect very highly, giving a median (interquartile range) score of 8 (5) out of 10. Comparatively, 2D control videos were given a rating of 3 (8) out of 10. Conclusion: Subjects with no clinically measurable stereo-acuity report compelling ‘pop-out’ depth effects when viewing 3D stereoscopic video. There are many mechanisms for determining depth from a scene, with the presence of motion potentially allowing the appreciation of stereoscopic depth. The nature of the technological method of stereoscopic 3D delivery may also aid recognition of, or give other significant cues to, depth through artefacts or presentation method.

Highlights

  • The assessment of binocular vision is an integral part of the orthoptic assessment, with the results having significant implications in terms of management andOne of the reasons for the discrepancy between clinical tests and the subject/patient response could be that current clinical testing methods only assess one aspect of depth perception

  • The BVAT test of stereo-acuity[13] uses active shutter glasses, which is similar to the technology used for ‘active’ home 3D TVs; the BVAT differs in that the glasses have a very low refresh rate per eye of 30 Hz, whereas modern active 3D TVs have a minimum of 60 Hz refresh rate per eye

  • Subjects (n = 4) were played the 2D versions of the video clips by presenting the right eye image to both the left and right eyes. The subjects in this group scored the 2D videos a median interquartile range (IQR) rating of 3 (8) whilst the videos in 3D were rated 7 (7) in this sub group. In this pilot study on 7 non-binocular subjects, no subject provided a clinically measurable level of disparity; responses to 3D entertainment media tasks ranged from nil to ‘appears very 3D’, and depth order was correctly identified up to 55% of the time

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Summary

Introduction

The assessment of binocular vision is an integral part of the orthoptic assessment, with the results having significant implications in terms of management andOne of the reasons for the discrepancy between clinical tests and the subject/patient response could be that current clinical testing methods only assess one aspect of depth perception. The polarisation difference is created by an LCD filter placed in front of the projection lens, which determines which frame is shown to each eye by alternating polarity These changes in viewing eye per frame may be imperceptible; each eye is not being presented an image at the same point in time, as is true of most clinical tests. The test stimuli used by the BVAT are random dot based and static Autostereoscopic screens, such as that of the Nintendo 3DS for which glasses are not required, are similar to the Lang stereotest and passive 3D TV screens, in which a filter on the screen determines the polarisation of each vertical line on the screen, allowing an image to be presented to both eyes at the same time

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