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      FOVO: A flexible real-time computer graphics rendering process

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      Proceedings of EVA London 2019 (EVA 2019)

      Electronic Visualisation and the Arts

      8 - 11 July 2019

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          Abstract

          Real-time rendering processes in computer graphics systems are often designed around the principles of linear projection (LP), that is, simulating linear light rays passing through 3D space and intersecting a two-dimensional surface in order to create an image.

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          New Immersive Media to Broaden Attention and Awareness

          We present a new and immersive form of imaging technology, Fovography, which has shown measurable benefits in the broadening of attention. Narrow fixation on screens, such as tablets and smartphones, and resultant neglect of peripheral visual field may be harmful to visual perception and cognitive functioning, with consequent effects on psychological health and wellbeing. Many immersive technologies and virtual reality systems, which narrow the focus of attention to the central visual area, are used in clinics, surgical theatres, treatments and training, and may be doing harm as well as good. We aim to improve existing imaging technologies, which are based on linear perspective, by developing more perceptually natural technologies that are modelled on human perception and awareness, and incorporate peripheral sensory information for improved naturalistic perspective. We have empirically tested the benefits of Fovography technology in the areas of attention modulation, user preference, immersion, empathy, visual comfort and spatial presence. Potential applications include tools for mindfulness training, spatial awareness, perceptual psychology, and other medical or therapeutic uses. The benefits of our approach include greater reported wellbeing due to decreased anxiety and fixation.
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            Natural Perspective: Mapping Visual Space with Art and Science

            Following its discovery in fifteenth-century Italy, linear perspective has often been hailed as the most accurate method of projecting three-dimensional visual space onto a two-dimensional picture plane. However, when we survey the history of European art it is evident that few artists fully complied with its mathematical rules, despite many of them being rigorously trained in its procedures. In this paper, we will consider how artists have actually depicted visual space, and present evidence that images created according to a “natural” perspective (NP) used by artists are judged as better representations of visual space than those created using standard linear (LP) and curvilinear fisheye (FP) projective geometries. In this study, we built a real three-dimensional scene and produced photographs of the scene in three different perspectives (NP, LP and FP). An online experiment in which we asked people to rank the perspectives in order of preference showed a clear preference for NP compared to the FP and LP. In a second experiment, participants were asked to view the real scene and rate each perspective on a range of psychological variables. Results showed that NP was the most preferred and the most effective in depicting the physical space naturally. We discuss the implications of these results and the advantages and limitations of our approach for studying the global metric and geometrical structure of visual space.
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              Video Games: Perspective, Point-of-view, and Immersion [e-Book]

               L Taylor (2002)
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                Author and article information

                Contributors
                Conference
                July 2019
                July 2019
                : 237-238
                Affiliations
                Fovolab

                Cardiff Metropolitan

                University, UK
                Article
                10.14236/ewic/EVA2019.44
                © Pepperell et al. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2019, UK

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                Proceedings of EVA London 2019
                EVA 2019
                London, UK
                8 - 11 July 2019
                Electronic Workshops in Computing (eWiC)
                Electronic Visualisation and the Arts
                Product
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Categories
                Electronic Workshops in Computing

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