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Talk:Virtual reality: Difference between revisions

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Assessment: banner shell, Computing, −Cognitive science, −Human–Computer Interaction (Rater)
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Tag: Reverted
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==Relationship between display and field of view==
 
The section "Relationship between display and field of view" tried an interesting idea, namely to derive an ''immersive index''. However, this is not established knowledge and Wikipedia rules do not allow for what is called original research ([[WP:NOR]]). I copied the previous version below, in case somebody has a [[Wikipedia:Verifiability|reliable source]] for it.
I kept the first part of the section and edited it to be factually correct.
[[User:Strasburger|Strasburger]] ([[User talk:Strasburger|talk]]) 12:07, 20 December 2022 (UTC)
'''Old version''':
[[File:Immersive Index FOV.larger.jpg|thumb|In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.]]
'''Relationship between display and field of view''':
We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap. Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision,<ref>{{Cite journal|last=Strasburger|first=Hans|date=2019-12-06|title=Seven myths on crowding and peripheral vision|url=http://dx.doi.org/10.7287/peerj.preprints.27353v4|access-date=2021-11-11|website=dx.doi.org|doi=10.7287/peerj.preprints.27353v4|s2cid=210138212}}</ref> which varies from one person to another. So we conservatively take the average, i.e. 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV.
 
In theory,
 
<math>\frac{\mbox{Display Area}}{\frac{1}{6}\times4\pi\mathsf{R}^2}=\mbox{Immersive Index }</math>
 
In practice, considering that the curved display cannot be made into a spherical shape, it is approximated by a cylinder instead.
 
<math>\frac{\mbox{Display Area}}{\frac{1}{6}\times\bigl(2\pi\mathsf{R}\bigr)^2}=\mbox{Immersive Index }</math>
 
== Maybe-salvageable draft ==