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Field-of-view/resolution tradeoffs in virtual reality

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Abstract

Many commercially available virtual-reality systems use LCD-based displays comprising fewer than 105 pixels. When these displays are magnified to produce an 80° by 60° image, each pixel subtends about 13 arcmin at the retina. This pixel spacing is approximately equivalent to a visual acuity of 20/200, which limits task performance in some applications. We have examined task performance in low-resolution virtual worlds consisting of target objects and distractors viewed through virtual apertures. Target objects could be positioned at a fixed distance from the viewer, at any azimuth and at any elevation within 45° of horizontal. Virtual apertures of various sizes constrained the viewer's field of view. The chromaticity and luminance of backgrounds surrounding the virtual apertures could be varied. We will report the effects of aperture size, background visibility, and distractor type on target detection in low-resolution virtual worlds.

© 1992 Optical Society of America

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