Comparing user experiences in 2D and 3D videoconferencing

User experiences in 2D and 3D videoconferencing are evaluated and compared. An experimental system is designed that uses video direct-feed in 2D or 3D, providing nearly life-sized across-the-table videoconferencing to two participants without compression or transmission artifacts. 3D is achieved via...

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Hauptverfasser: Hemami, S. S., Ciaramello, F. M., Chen, S. S., Drenkow, N. G., Dae Yeol Lee, Seonwoo Lee, Levine, E. G., McCann, A. J.
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container_end_page 1972
container_issue
container_start_page 1969
container_title
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creator Hemami, S. S.
Ciaramello, F. M.
Chen, S. S.
Drenkow, N. G.
Dae Yeol Lee
Seonwoo Lee
Levine, E. G.
McCann, A. J.
description User experiences in 2D and 3D videoconferencing are evaluated and compared. An experimental system is designed that uses video direct-feed in 2D or 3D, providing nearly life-sized across-the-table videoconferencing to two participants without compression or transmission artifacts. 3D is achieved via polarization, selected because of its high resolution and high potential for eye contact. User experience is evaluated via a subjective test with two interactive tasks. The experiment is completed by three groups, who interact in 3D, in 2D (without polarizing glasses), and in 2D while wearing glasses, serving as a control for the use of glasses. Users of the system in 3D reported an increased ability to perceive depth, but otherwise reported similar user experiences to 2D users relating to quality of interaction. Wearing 3D glasses did not adversely impact user experience.
doi_str_mv 10.1109/ICIP.2012.6467273
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subjects Animation
Games
Glass
Real-time systems
Streaming media
Teleconferencing
Three dimensional displays
title Comparing user experiences in 2D and 3D videoconferencing
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