Depth perceptionDepth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis and accommodation of the eye. Depth sensation is the corresponding term for non-human animals, since although it is known that they can sense the distance of an object, it is not known whether they perceive it in the same way that humans do. Depth perception arises from a variety of depth cues.
StereopsisStereopsis () is the component of depth perception retrieved through binocular vision. Stereopsis is not the only contributor to depth perception, but it is a major one. Binocular vision happens because each eye receives a different image because they are in slightly different positions on one's head (left and right eyes). These positional differences are referred to as "horizontal disparities" or, more generally, "binocular disparities". Disparities are processed in the visual cortex of the brain to yield depth perception.
StereoscopyStereoscopy (also called stereoscopics, or stereo imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word stereoscopy derives . Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope. Most stereoscopic methods present a pair of two-dimensional images to the viewer. The left image is presented to the left eye and the right image is presented to the right eye.
Anaglyph 3DAnaglyph 3D is the stereoscopic 3D effect achieved by means of encoding each eye's image using filters of different (usually chromatically opposite) colors, typically red and cyan. Anaglyph 3D images contain two differently filtered colored images, one for each eye. When viewed through the "color-coded" "anaglyph glasses", each of the two images reaches the eye it's intended for, revealing an integrated stereoscopic image. The visual cortex of the brain fuses this into the perception of a three-dimensional scene or composition.
3D displayA 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer 3D displays such as holographic and light field displays produce a more realistic 3D effect by combining stereopsis and accurate focal length for the displayed content. Newer 3D displays in this manner cause less visual fatigue than classical stereoscopic displays.
ParallaxParallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight and is measured by the angle or half-angle of inclination between those two lines. Due to foreshortening, nearby objects show a larger parallax than farther objects, so parallax can be used to determine distances. To measure large distances, such as the distance of a planet or a star from Earth, astronomers use the principle of parallax.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Visual perceptionVisual perception is the ability to interpret the surrounding environment through photopic vision (daytime vision), color vision, scotopic vision (night vision), and mesopic vision (twilight vision), using light in the visible spectrum reflected by objects in the environment. This is different from visual acuity, which refers to how clearly a person sees (for example "20/20 vision"). A person can have problems with visual perceptual processing even if they have 20/20 vision.
Binocular visionIn biology, binocular vision is a type of vision in which an animal has two eyes capable of facing the same direction to perceive a single three-dimensional image of its surroundings. Binocular vision does not typically refer to vision where an animal has eyes on opposite sides of its head and shares no field of view between them, like in some animals. Neurological researcher Manfred Fahle has stated six specific advantages of having two eyes rather than just one: It gives a creature a "spare eye" in case one is damaged.
Computer stereo visionComputer stereo vision is the extraction of 3D information from digital images, such as those obtained by a CCD camera. By comparing information about a scene from two vantage points, 3D information can be extracted by examining the relative positions of objects in the two panels. This is similar to the biological process of stereopsis. In traditional stereo vision, two cameras, displaced horizontally from one another, are used to obtain two differing views on a scene, in a manner similar to human binocular vision.
Stereopsis recoveryStereopsis recovery, also recovery from stereoblindness, is the phenomenon of a stereoblind person gaining partial or full ability of stereo vision (stereopsis). Recovering stereo vision as far as possible has long been established as an approach to the therapeutic treatment of stereoblind patients. Treatment aims to recover stereo vision in very young children, as well as in patients who had acquired but lost their ability for stereopsis due to a medical condition.
Motion perceptionMotion perception is the process of inferring the speed and direction of elements in a scene based on visual, vestibular and proprioceptive inputs. Although this process appears straightforward to most observers, it has proven to be a difficult problem from a computational perspective, and difficult to explain in terms of neural processing. Motion perception is studied by many disciplines, including psychology (i.e. visual perception), neurology, neurophysiology, engineering, and computer science.
Immersion (virtual reality)Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
Proper motionProper motion is the astrometric measure of the observed changes in the apparent places of stars or other celestial objects in the sky, as seen from the center of mass of the Solar System, compared to the abstract background of the more distant stars. The components for proper motion in the equatorial coordinate system (of a given epoch, often J2000.0) are given in the direction of right ascension (μα) and of declination (μδ). Their combined value is computed as the total proper motion (μ).
GlassesGlasses, also known as eyeglasses or spectacles, are vision eyewear with lenses (clear or tinted) mounted in a frame that holds them in front of a person's eyes, typically utilizing a bridge over the nose and hinged arms (known as temples or temple pieces) that rest over the ears. Glasses are typically used for vision correction, such as with reading glasses and glasses used for nearsightedness; however, without the specialized lenses, they are sometimes used for cosmetic purposes.
PerceptionPerception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system, which in turn result from physical or chemical stimulation of the sensory system. Vision involves light striking the retina of the eye; smell is mediated by odor molecules; and hearing involves pressure waves.
Sensory cueA sensory cue is a statistic or signal that can be extracted from the sensory input by a perceiver, that indicates the state of some property of the world that the perceiver is interested in perceiving. A cue is some organization of the data present in the signal which allows for meaningful extrapolation. For example, sensory cues include visual cues, auditory cues, haptic cues, olfactory cues and environmental cues. Sensory cues are a fundamental part of theories of perception, especially theories of appearance (how things look).
SunglassesSunglasses or sun glasses (informally called shades or sunnies; more names below) are a form of protective eyewear designed primarily to prevent bright sunlight and high-energy visible light from damaging or discomforting the eyes. They can sometimes also function as a visual aid, as variously termed spectacles or glasses exist, featuring lenses that are colored, polarized or darkened. In the early 20th century, they were also known as sun cheaters (cheaters then being an American slang term for glasses).
Virtual reality headsetA virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.
Cave automatic virtual environmentA cave automatic virtual environment (better known by the recursive acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's Republic in which a philosopher contemplates perception, reality, and illusion. The CAVE was invented by Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti at the University of Illinois, Chicago Electronic Visualization Laboratory in 1992.