Authors
Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez
Publication date
2007/11/5
Book
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Pages
203-206
Description
This paper studies the use of visual blur effects, i.e., blurring of parts of the image fed back to the user, for First-Person-Navigations in Virtual Environments (VE). First, we introduce a model of dynamic visual blur for VE which is based on two types of blur effect: (1) a Depth-of-Field blur (DoF blur) which simulates the blurring of objects located in front or back of the focus point of the eyes, and (2) a peripheral blur which simulates the blurring of objects located at the periphery of the field of vision. We introduce two new techniques to improve real-time DoF: (1) a paradigm to compute automatically the focal distance, and (2) a temporal filtering that simulates the accommodation phenomenon. Second, we describe the results of a pilot experiment conducted to study the influence of blur effects on the performance and preference of video gamers during multiplayer sessions. Interestingly, it seems that visual blur effects did …
Total citations
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Scholar articles
S Hillaire, A Lécuyer, R Cozot, G Casiez - Proceedings of the 2007 ACM symposium on Virtual …, 2007