Depth perception within VR systems
Projects
The aim of the project is the validation of the stereoscopic visual rendering system we built.
Indeed, the visual channel is a good illustration of sensory lacking current tele-operation are suffering from.

Humans perceive the world in three dimensions to understand it and to achieve, for instance, goal oriented motor actions like hand movements for pointing, for manipulating and placing objects or any other activities that need physical interactions.

The 3D or the depth information is derived throughout a weighted integration process of two main classes of active or passive visual cues: the binocular cue (parallax, oculo-motor convergence, etc.) and monocular cue (motion parallax, accommodation, occlusion, relative size, etc.). Namely, cues weights vary within the integration process because they are task dependent: for grasping tasks, it was shown that binocular vision is particularly important for the online control of grasps, i.e., the end of movements, while monocular vision is used to derive initial estimates to plane movements. More globally, other channels (auditory, tactile, kinesthetic, etc.) are combined to the visual one or used as compensations to achieve the previously mentioned tasks.

The-experimental-setup

The experimental setup

Related publications
  1. R. CHELLALI, F. DIONNET, A. NACERI
    Motor activity-perception based approach for improving teleoperation systems
    Accepted for the 3rd IEEE Int. Conf. on Space Mission Challenges for Information Technology, (SMC-IT 2009), July 19 - 23, 2009, Pasadena, California, U.S.A
  2. Demougeot, L., Mollet, N., Sciutti, A., Chellali, R. & Pozzo, T. (2009), Virtual Reality-Based Scenarios for Visuo-motor Conflicts Studies: Preliminary Results, International Conference on Advances in Computer-Human Interaction. Los Alamitos, CA, USA Vol. 0, pp. 306-309. IEEE Computer Society