Flaw of Time-separation Dichoptic Presentation ¡V Simulated Pulfrich Pendulum as an Example

* 2014 International Strabismological Association (ISA) meeting Kyoto *

 

Ai-Hou Wang

 

ABSTRACT

Purpose: Binocular function tests are designed with dichoptic presentation on computer screens. There are two mechanisms for 3D screens. Time-separation applies shutter goggles to view alternate frames with either eye. Space-separation applies circular-polaroid goggles to view odd and even lines with either eye. We designed simulated Pulfrich pendulum with either method to find the one with time-separation screen was unreadable.

Methods: Simulated Pulfrich pendulum exhibited as that either eye viewed a horizontally sine-wave moving circle. With a lag between these two circles, people would see a fused circle moving in depth. With time-separation 3D screen, the odd frames exhibited circles for right eye and even frames exhibited circles for left eye.

Results: As contrary to space-separation screen, you would not get the depth movement on time-separation screen. The reason was that, despite you designed frames (1 and 2), frames (3 and 4)¡K.as stereo-pairs, frames (2 and 3), frames (4 and 5)¡K exhibited as equally strong fusible pairs. These unwanted stereo-pairs exhibited another path at a different depth. It would disturb the pendulum path you would like to show and made the whole thing an ambiguous or rivalrous 3D picture.

Conclusion: We suggest space-separation rather than time-separation screen for dichoptic presentation, especially for dynamic binocular function experiments.

 

KEYWORDS: Dichoptic presentation, 3D presentation, Space separation, Time separation, Pulfrich pendulum

 

 

Introduction

3D screen is useful for both entertainment and research work of binocular vision. To present separate images for two eyes, there are two mechanisms, time-separation and space-separation. Time-separation applies shutter goggles which is synchronized with the screen to view alternate frames with either eye. Space-separation applies circular-polaroid goggles to view odd and even lines with either eye. Nintendo applied time-separation screen for 3D games as early as in 1980¡¦s.

 

Wang AH, Jan ZH, Yu JJH, Lin LLK Binocular dissociation with interactive graphics on personal computer and stereoviewer. Images of the Twenty-First Century. Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society 1989; 1680-1681.

 

ASUS had produced 3D screens with either mechanism (see figure), but both had been withdrawn from the market.

  

 

We designed simulated Pulfrich pendulum with either method and found that under certain condition the one with time-separation screen was unreadable. We analysed its mechanism of dichoptic presentation and found a fundamental flaw of time-separation 3D screen.

 

Methods

Simulated Pulfrich pendulum was displayed as red/blue anaglyph. Right eye viewed a blue circle and left eye viewed a red circle, both move horizontally as sine-wave pendulum. There was a lag between the blue and red circles. With space-separation screen the stereo-pair was shown on the same frame; with time-separation screen the stereo-pair was shown on consecutive frames (see figure).

 

 

We prepared 60 consecutive stereo-pairs in a pendulum cycle. In space-separation screen there¡¦re 60 frames while in time-separation screen there¡¦re 120 frames in a cycle. As these frames were displayed in forward or backward time sequence the fused circle would look like going in depth along a clockwise (CW) or couterclockwise (CCW) path in the space (see figure).

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CW and CCW path were designed to appear randomly. This served as a 2-alternative-forced-choice (2-AFC) test of the subject¡¦s binocular depth sensation.

 

Results

The test designed on space-separation 3D screen worked fine but on time-separation 3D screen, sometimes you would get ambiguous depth movement.

The reason was that, despite you intended to design frames (1 and 2), frames (3 and 4)¡K as stereo-pairs (see figure, green stereo-pairs), frames (2 and 3), frames (4 and 5) etc. exhibited as equally strong fusible stereo-pairs (see figure, red stereo-pairs). These unwanted stereo-pairs displayed as a different path in depth and would disturb the pendulum path you intended to show. The whole thing thus became an ambiguous or rivalrous 3D picture.

 

 

discussion

Time-separation 3D screen has the flaw that despite we would like to design frames (1 and 2), (3 and 4), (5 and 6)¡K as stereo pairs, physically frames (2 and 3), frames (4 and 5), frames (6 and 7)¡K have the same potential to be seen as stereo pairs. This might sometimes interfere profoundly with our binocular vision experiments.

For 3D movies on blue-ray disc (BD) or television program time-separation 3D screen has little problem because the pictures did not change fast. But when applying time-separation 3D screen to dichoptic presentation for research work of binocular vision you should be utmost careful.

In our Pulfrich pendulum experiment, in the condition of Delay = 0.5, frame (1 and 2) and frame (2 and 3) were equally strong stereo-pairs. The former was crossed-disparity and the path thus came out in front; the latter was uncrossed-disparity and the path thus went recessed behind.

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In the condition of Delay = 0.8, the distance of the circles in frame (2 and 3) was closer than that in frame (1 and 2) and was thus easier to fuse. And the subject tended to see a path going in reversed direction (CW vs. CCW) as what you would expect.

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Following the same reason, in the condition of Delay = -0.3 there won¡¦t be problem of CW vs. CCW ambiguity.

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But we don¡¦t think this kind of ambiguity aroused by time-separation 3D screen should reasonably be involved in our design of binocular vision experiment.

The flicker fusion frequency (FFF) is 40-50Hz for each eye, and 60Hz is just enough to avoid flickering for space-separation 3D screen. Time-separation 3D screen needs doubled frame rate as space-separation 3D screen and thus reaches 120Hz.

Engineers may suggest to insert a blank frame (see figure) to enhance the weight of frames (1 and 2) rather than frames (2 and 3) as a stereo pair. This requires even higher frame rate (180Hz) and this higher technology will certainly cause higher price of this 3D screen.

 

 

On the other hand, we would now consider some drawbacks of the space-separation 3D screen. There are threefold ¡V

(1) Lower vertical resolution ¡V For high definition (HD) screen there are 1080 horizontal lines. These are equally shared by right and left eyes and each eye sees only 540 lines.

(2) One line vertical disparity between right and left eyes ¡V 23-inch 16:9 high-definition (HD) screen subtends 50.92 ¡Ñ 28.64 cm. At 50cm distance, each line subtends 1.82 min-of-arc. This is the vertical disparity between the images seen by right and left eyes, and it is usually tolerable by vertical fusion of human brain.

(3) For independent visual stimuli for right and left eyes it will be more difficult to program on space-separation 3D screen ¡V You have to combine what seen by right eye and left eye into a single frame in every instant. For example, designing gratings of different spatial frequency, different speed and different drifting direction for right and left eye, you just put them into alternate frames on time-separation 3D screen. But on space-separation 3D screen you have to combine them into a single image for every instant. There may be too many combinations and would take you much more efforts to accomplish that.

 

conclusion

We suggest space-separation rather than time-separation 3D screen for dichoptic presentation in vision research, especially for dynamic binocular function test. The following table compares space-separation vs. time-separation 3D screen.