TY - GEN
T1 - A bowl-shaped display for controlling remote vehicles
AU - Miyafuji, Shio
AU - Perteneder, Florian
AU - Sato, Toshiki
AU - Koike, Hideki
AU - Klinker, Gudrun
N1 - Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/11/14
Y1 - 2019/11/14
N2 - This paper proposes a bowl-shaped hemispherical display to observe omnidirectional images. This display type has many advantages over conventional, flat 2D displays, in particular when it is used for controlling remote vehicles. First, it allows users to observe an azimuthal equidistant view of omnidirectional images by looking from above. Second, it provides a first-person view by looking into the inside of the hemispherical surface from diagonally above. Third, it provides a pseudo-third-person view as if we watched the remote vehicle from its back, by observing both the inside and outside at the same time from obliquely above. These characteristics solve the issues of blind angles around the remote vehicle. We conduct a VR-based user study to compare the bowl-shaped display to an equirectangular projection on a 2D display and a first-person view used in head-mounted displays. Based on the insights gained in the study, we present a real-world implementation and describe the uniqueness, advantages but also shortcomings of our method.
AB - This paper proposes a bowl-shaped hemispherical display to observe omnidirectional images. This display type has many advantages over conventional, flat 2D displays, in particular when it is used for controlling remote vehicles. First, it allows users to observe an azimuthal equidistant view of omnidirectional images by looking from above. Second, it provides a first-person view by looking into the inside of the hemispherical surface from diagonally above. Third, it provides a pseudo-third-person view as if we watched the remote vehicle from its back, by observing both the inside and outside at the same time from obliquely above. These characteristics solve the issues of blind angles around the remote vehicle. We conduct a VR-based user study to compare the bowl-shaped display to an equirectangular projection on a 2D display and a first-person view used in head-mounted displays. Based on the insights gained in the study, we present a real-world implementation and describe the uniqueness, advantages but also shortcomings of our method.
KW - 360-degree-video
KW - Remote Controlled Vehicles
KW - Spherical Display
UR - http://www.scopus.com/inward/record.url?scp=85077126556&partnerID=8YFLogxK
U2 - 10.1145/3359997.3365706
DO - 10.1145/3359997.3365706
M3 - Conference contribution
AN - SCOPUS:85077126556
T3 - Proceedings - VRCAI 2019: 17th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
BT - Proceedings - VRCAI 2019
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
T2 - 17th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, VRCAI 2019
Y2 - 14 November 2019 through 16 November 2019
ER -