Abstract

Virtual reality displays usually lag far behind classical computer graphics displays in static image quality parameters, such as resolution. Both the popular press and scientific papers often stress that resolution will have to increase greatly before users can experience virtual environments as "the real thing". Nevertheless, it is already possible to do some useful work in VR environments. The point we experimentally demonstrate here is that resolution is much less important for interactive tasks that employ immersive VR, where users can explore the environment by moving their heads and bodies, than it is in classical computer graphics applications, where users can only explore by gazing at a single picture. In the context of unmanned aerial vehicles, frame rate (read: passive camera movement) is more important than resolution for target detection, recognition, designation, and tracking. In the experiments reported here, we investigated the relative importance of various image parameters like spatial resolution (number of pixels per video frame), intensity resolution (number of gray levels per pixel), and temporal resolution (number of frame updates per second). Most experimental data concerning these resolutions come from classical psychophysics. However, experimental conditions in classical psychophysics feature stationary observers looking at short-term, pointlike flashes on stationary displays, and are thus far more representative of human interaction with pictures and photographs than with highly interactive systems like those employed in virtual reality.< <ETX xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">&gt;</ETX>

Full Text
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