Viewer symptoms and preferences: Comparing 3D TV displays
2012
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2011 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2011
Recently, broadcasted 3D video content has reached households with the first generation of 3DTV. However, few studies have been done to analyze the Quality of Experience (QoE) perceived by the end-users in this scenario. This paper studies the impact of transmission errors in 3DTV, considering that the video is delivered in side-by-side format over a conventional packet-based network. For this purpose, a novel evaluation methodology based on standard single stimulus methods and with the aim of keeping as close as possible the home environment viewing conditions has been proposed. The effects of packet losses in monoscopic and stereoscopic videos are compared from the results of subjective assessment tests. Other aspects were also measured concerning 3D content as naturalness, sense of presence and visual fatigue. The results show that although the final perceived QoE is acceptable, some errors cause important binocular rivalry, and therefore, substantial visual discomfort.
Proceedings of the SPIE, 2003
Three-dimensional television (3DTV) is often mentioned as a logical next step following high-definition television (HDTV). A high quality 3-D broadcast service is becoming increasingly feasible based on various recent technological developments combined with an enhanced understanding of 3-D perception and human factors issues surrounding 3DTV. In this paper, perceptually relevant issues, in particular stereoscopic image quality and visual comfort, in relation to 3DTV systems are reviewed. We discuss how the principles of a quantitative measure of image quality for conventional 2-D images, based on identifying underlying attributes of image quality and quantifying the perceived strengths of each attribute, can be applied in image quality research for 3DTV. In this respect, studies are reviewed that have focussed on the relationship between subjective attributes underlying stereoscopic image quality and the technical parameters that induce them (e.g. parameter choices in image acquisition, compression and display). More specifically, artifacts that may arise in 3DTV systems are addressed, such as keystone distortion, cross-talk, cardboard effect, puppet theatre effect, and blur. In conclusion, we summarize the perceptual requirements for 3DTV that can be extracted from the literature and address issues that require further investigation in order for 3DTV to be a success.
Displays, 2014
Stereoscopic 3D television (S3D TV) is now available in the home. However, little published information is available on viewer use or experience. In this study, 120 people from 29 households were given a new TV (active or passive stereoscopic 3D, or conventional 2D) and reported on their television viewing and other screen use on a near-daily basis over 8 weeks. People reported enjoying S3D TV and cinema more than TV and cinema in general, but enjoying S3D video games less than video games in general. S3D TV and video games were both associated with an increased, though still low ($10%) level of adverse effects, such as headache and eyestrain. I speculate that this may be because video games present a particularly strong conflict between vergence and accommodative demand.
2014
3D display technologies have been linked to visual discomfort and fatigue. In a labbased study with a between-subjects design, 433 viewers aged from 4 to 82 years watched the same movie in either 2D or stereo 3D (S3D), and subjectively reported on a range of aspects of their viewing experience. Our results suggest that a minority of viewers, around 14%, experience adverse effects due to viewing S3D, mainly headache and eyestrain. A control experiment where participants viewed 2D content through 3D glasses suggests that around 8% may report adverse effects which are not due directly to viewing S3D, but instead are due to the glasses or to negative preconceptions about S3D (the "nocebo effect"). Women were slightly more likely than men to report adverse effects with S3D. We could not detect any link between pre-existing eye conditions or low stereoacuity and the likelihood of experiencing adverse effects with S3D.
SID Symposium Digest of Technical Papers, 2012
Two different techniques are dominating the 3D TV market today i.e. active shutter glasses and passive film patterned retarder. Both the techniques have their pros and cons. In this paper we compare these two types of 3D TV3D TV by evaluating them with respect to some important visual ergonomic parameters such as angle dependent cross talk, luminance levels, flicker and resolution.
2012
Visual stress from watching 3D TV and other stereoscopic displays has been reported by a number of studies. Alarming media reports of concerns for public health prompted the 3D industry to issue consumer guidance and warnings emphasising best practice and caution for susceptible groups. This study considers the importance of the problem by addressing the questions of prevalence, magnitude and significance of a range of symptoms and preferences associated with 3D viewing. A large cohort of 52 subjects (likely the largest used in such studies) with no pre-existing optometric or medical conditions viewed randomised 10 minute sessions in 3D or 2D. Results revealed a wide range of adverse symptoms of high magnitude and statistical significance for 3D, whether measured as a comparison between 3D and 2D or independently for each condition. In addition, an online survey of 106 participants concurred with subject preferences in indicating that 48% of respondents do not find 3D TV comfortable to watch. We conclude that visual stress and discomfort associated with 3D viewing is prevalent for a significant proportion of the healthy consumer population, and propose that the 3D industry address the problem on public health and commercial grounds.
SPIE Proceedings, 2013
Visual stress from watching 3D TV and other stereoscopic displays has been reported by a number of studies. Alarming media reports of concerns for public health prompted the 3D industry to issue consumer guidance and warnings emphasising best practice and caution for susceptible groups. This study considers the importance of the problem by addressing the questions of prevalence, magnitude and significance of a range of symptoms and preferences associated with 3D viewing. A large cohort of 52 subjects (likely the largest used in such studies) with no pre-existing optometric or medical conditions viewed randomised 10 minute sessions in 3D or 2D. Results revealed a wide range of adverse symptoms of high magnitude and statistical significance for 3D, whether measured as a comparison between 3D and 2D or independently for each condition. In addition, an online survey of 106 participants concurred with subject preferences in indicating that 48% of respondents do not find 3D TV comfortable to watch. We conclude that visual stress and discomfort associated with 3D viewing is prevalent for a significant proportion of the healthy consumer population, and propose that the 3D industry address the problem on public health and commercial grounds.
Displays, 2013
The current study investigates the effects of 3D displays (shuttered display vs. polarized display). People experienced superior fidelity and brightness when they watched 2D still images on a shuttered display, rather than on a polarized display. Conversely, people experienced greater brightness when they watched 3D still images on a polarized display, rather than on a shuttered display. Second, people were able to read a smaller font or characters on a shuttered display than on a polarized display. Third, people noticed flickering on a shuttered display when they watched 3D images. Fourth, people experienced greater brightness when they watched 3D moving images on a shuttered display, rather than on a shuttered display. The perceived brightness of the screen positively correlated with enjoyment, content satisfaction, and 3DTV satisfaction when the viewers watched a 3D movie. The flickering, on the other hand, has a negative correlation with enjoyment and 3DTV satisfaction.
Ophthalmic and Physiological Optics, 2015
This study investigates discomfort symptoms while watching Stereoscopic three-dimensional (S3D) movies in the 'real' condition of a cinema. In particular, it had two main objectives: to evaluate the presence and nature of visual discomfort while watching S3D movies, and to compare visual symptoms during S3D and 2D viewing. Method: Cinema spectators of S3D or 2D films were interviewed by questionnaire at the theatre exit of different multiplex cinemas immediately after viewing a movie. Results: A total of 854 subjects were interviewed (mean age 23.7 AE 10.9 years; range 8-81 years; 392 females and 462 males). Five hundred and ninety-nine of them viewed different S3D movies, and 255 subjects viewed a 2D version of a film seen in S3D by 251 subjects from the S3D group for a between-subjects design for that comparison. Exploratory factor analysis revealed two factors underlying symptoms: External Symptoms Factors (ESF) with a mean AE S.D. symptom score of 1.51 AE 0.58 comprised of eye burning, eye ache, eye strain, eye irritation and tearing; and Internal Symptoms Factors (ISF) with a mean AE S.D. symptom score of 1.38 AE 0.51 comprised of blur, double vision, headache, dizziness and nausea. ISF and ESF were significantly correlated (Spearman r = 0.55; p = 0.001) but with external symptoms significantly higher than internal ones (Wilcoxon Signedranks test; p = 0.001). The age of participants did not significantly affect symptoms. However, females had higher scores than males for both ESF and ISF, and myopes had higher ISF scores than hyperopes. Newly released movies provided lower ESF scores than older movies, while the seat position of spectators had minimal effect. Symptoms while viewing S3D movies were significantly and negatively correlated to the duration of wearing S3D glasses. Kruskal-Wallis results showed that symptoms were significantly greater for S3D compared to those of 2D movies, both for ISF (p = 0.001) and for ESF (p = 0.001). Conclusions: In short, the analysis of the symptoms experienced by S3D movie spectators based on retrospective visual comfort assessments, showed a higher level of external symptoms (eye burning, eye ache, tearing, etc.) when compared to the internal ones that are typically more perceptual (blurred vision, double vision, headache, etc.). Furthermore, spectators of S3D movies reported statistically higher symptoms when compared to 2D spectators.

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