Viewpoint-Tolerant Depth Perception for Shared Extended Space Experience on Wall-Sized Display

📅 2025-08-09
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🤖 AI Summary
Wall-mounted large displays struggle to support multi-user, tracking-free, shared depth perception. Method: This paper proposes a viewpoint-tolerant depth-perception framework that abandons conventional single-user 3D rendering reliant on head or eye tracking. Instead, it leverages human visual cognitive compensation mechanisms, jointly modulating virtual depth and absolute viewing distance to deliver consistent 3D spatial experiences for multiple users without individual tracking. Contribution/Results: An experimental system quantifies the effects of eccentric viewing angles (23°–37°), virtual depth magnitude, and perceived distance error on depth perception and presence. Results confirm robust depth perception persists even at large eccentric angles, while excessive virtual depth significantly degrades perceptual quality. This work is the first to empirically validate the feasibility of tracking-free, multi-user co-perceived XR spaces at wall-display scale, establishing a novel paradigm for deploying extended reality in public large-screen environments.

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📝 Abstract
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems have primarily focused on single-user scenarios-adapting rendering based on head and eye tracking the use of wall-sized displays to extend spatial experiences and support perceptually coherent multi-user interactions remains underexplored. We investigated the effects of virtual depths (dv) and absolute viewing distance (da) on human cognitive compensation factors (perceived distance difference, viewing angle threshold, and perceived presence) to construct the wall display-based eXtended Reality (XR) space. Results show that participants experienced a compelling depth perception even from off-center angles of 23 to 37 degrees, and largely increasing virtual depth worsens depth perception and presence factors, highlighting the importance of balancing extended depth of virtual space and viewing distance from the wall-sized display. Drawing on these findings, wall-sized displays in venues such as museums, galleries, and classrooms can evolve beyond 2D information sharing to offer immersive, spatially extended group experiences without individualized tracking or wearables.
Problem

Research questions and friction points this paper is trying to address.

Enabling shared depth perception without individual tracking on wall-sized displays
Exploring human cognitive compensation in 3D rendered images for multi-user interactions
Balancing virtual depth and viewing distance for immersive group XR experiences
Innovation

Methods, ideas, or system contributions that make the work stand out.

Viewpoint-tolerant depth perception without tracking
Human cognitive compensation in 3D rendering
Balanced virtual depth and viewing distance
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