<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Mixed Reality | Étienne Peillard</title><link>https://www.etiennepeillard.com/tag/mixed-reality/</link><atom:link href="https://www.etiennepeillard.com/tag/mixed-reality/index.xml" rel="self" type="application/rss+xml"/><description>Mixed Reality</description><generator>Wowchemy (https://wowchemy.com)</generator><language>en-us</language><lastBuildDate>Tue, 24 Nov 2020 00:00:00 +0000</lastBuildDate><image><url>https://www.etiennepeillard.com/media/sharing.png</url><title>Mixed Reality</title><link>https://www.etiennepeillard.com/tag/mixed-reality/</link></image><item><title>Distance Perception in Mixed Reality</title><link>https://www.etiennepeillard.com/project/phd-thesis/</link><pubDate>Tue, 24 Nov 2020 00:00:00 +0000</pubDate><guid>https://www.etiennepeillard.com/project/phd-thesis/</guid><description>&lt;nav class="ep-artuisis-jump-nav" aria-label="Jump to a section of the thesis">
&lt;span class="ep-artuisis-jump-nav__label">Explore this thesis&lt;/span>
&lt;span class="ep-artuisis-jump-nav__links">
&lt;a href="#research-question">Question&lt;/a>
&lt;a href="#contributions">Contributions&lt;/a>
&lt;a href="#publications">Publications&lt;/a>
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&lt;h2 id="research-question">Research question&lt;/h2>
&lt;section class="ep-thesis-project-intro ep-thesis-project-intro--distance">
&lt;p class="ep-thesis-project-intro__eyebrow">Doctoral research · 2016–2020&lt;/p>
&lt;p>Virtual and Augmented Reality can place digital content convincingly in space, yet the distances users perceive are not always the distances that are rendered or physically present. This doctoral research examined &lt;strong>where these mismatches come from&lt;/strong> and &lt;strong>which levers can make Mixed Reality experiences more perceptually reliable&lt;/strong>.&lt;/p>
&lt;p>The thesis follows distance perception from the geometry of the observer’s visual space to the composition of an augmented scene and, finally, to the display itself. Together, its contributions show that distance judgments depend on more than an object’s physical location: they are shaped by its direction relative to the observer, the real–virtual relationship between objects, the coherence of visual cues, and the optical properties of the device.&lt;/p>
&lt;div>&lt;span>Mixed Reality&lt;/span>&lt;span>Distance perception&lt;/span>&lt;span>Display design&lt;/span>&lt;/div>
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&lt;section class="ep-thesis-resources" aria-labelledby="thesis-resources-title">
&lt;div>
&lt;p class="ep-thesis-resources__eyebrow">Thesis record&lt;/p>
&lt;h2 id="thesis-resources-title">Read or watch the defense&lt;/h2>
&lt;p>The official thesis record, abstract and access information are available on theses.fr.&lt;/p>
&lt;a class="ep-thesis-resources__link" href="https://theses.fr/2020ECDN0030" target="_blank" rel="noopener">View the thesis record &lt;span aria-hidden="true">↗&lt;/span>&lt;/a>
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Your browser does not support HTML video. &lt;a href="soutenance-these-etienne-peillard-presentation.mp4">Download the defense video&lt;/a>.
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&lt;/section>
&lt;h2 id="contributions">Contributions&lt;/h2>
&lt;div class="ep-iperxr-findings">
&lt;article class="ep-iperxr-finding">
&lt;p class="ep-iperxr-finding__eyebrow">1 · Virtual Reality&lt;/p>
&lt;h3>Distance perception is anisotropic&lt;/h3>
&lt;p>Across four psychophysical experiments with 85 participants, virtual objects placed to the side were systematically perceived as farther away than objects in front of the observer. The bias increased with the viewing angle and persisted despite changes in field-of-view placement and scene richness.&lt;/p>
&lt;/article>
&lt;article class="ep-iperxr-finding ep-iperxr-finding--accent">
&lt;p class="ep-iperxr-finding__eyebrow">2 · Augmented Reality&lt;/p>
&lt;h3>Real–virtual layouts reshape exocentric judgments&lt;/h3>
&lt;p>When estimating the distance between two objects rather than the distance to themselves, participants overestimated distances by about 20%. The mixed real–virtual conditions also revealed a directional asymmetry, motivating a more relational account of AR perception.&lt;/p>
&lt;/article>
&lt;article class="ep-iperxr-finding ep-iperxr-finding--accent">
&lt;p class="ep-iperxr-finding__eyebrow">3 · Scene design&lt;/p>
&lt;h3>Lighting coherence matters more than shadow shape&lt;/h3>
&lt;p>Two optical see-through AR experiments tested shadows and illumination. Distance judgments changed with the realism of the shadow and with mismatches between virtual and physical lighting, whereas changing shadow shape alone did not improve accuracy.&lt;/p>
&lt;/article>
&lt;article class="ep-iperxr-finding">
&lt;p class="ep-iperxr-finding__eyebrow">4 · Display technology&lt;/p>
&lt;h3>Retinal projection reduced a depth bias&lt;/h3>
&lt;p>The first evaluation of egocentric distance perception with retinal projection displays found estimates closer to real-world performance: the overestimation observed with an optical see-through headset fell from 16% to 4%, without a loss of precision.&lt;/p>
&lt;/article>
&lt;/div>
&lt;h3 id="from-visual-space-to-display-design">From visual space to display design&lt;/h3>
&lt;p>The four studies form a single research trajectory. The first identifies a bias intrinsic to the observer’s spatial representation; the second asks how that representation behaves when real and virtual objects coexist; the third isolates scene cues that can alter the judgment; and the fourth tests whether the display’s focal behavior itself can mitigate the bias. This progression turns the thesis from a catalogue of effects into a set of practical questions for XR designers: &lt;strong>where should content be placed, how should it be visually integrated, and which display constraints need to be considered?&lt;/strong>&lt;/p>
&lt;div class="ep-artuisis-media-grid">
&lt;figure class="ep-artuisis-media-card ep-iperxr-media-card--contain">
&lt;img src="anisotropic-vr.png" alt="Virtual-reality scene used to compare distance judgments for objects located in front of and beside the observer" loading="lazy">
&lt;figcaption>&lt;strong>1. Anisotropy in VR&lt;/strong>&lt;span>Comparing frontal and lateral distance judgments in a controlled virtual environment.&lt;/span>&lt;/figcaption>
&lt;/figure>
&lt;figure class="ep-artuisis-media-card ep-iperxr-media-card--contain">
&lt;img src="exocentric-ar-setup.jpg" alt="Optical see-through augmented-reality setup for estimating the separation between pairs of real and virtual objects" loading="lazy">
&lt;figcaption>&lt;strong>2. Exocentric distance in AR&lt;/strong>&lt;span>A real-world setup used to compare real–real, virtual–virtual, and mixed object pairs.&lt;/span>&lt;/figcaption>
&lt;/figure>
&lt;figure class="ep-artuisis-media-card ep-iperxr-media-card--contain">
&lt;img src="ar-shadows-study.jpg" alt="Optical see-through augmented-reality environment used to study shadows and lighting coherence" loading="lazy">
&lt;figcaption>&lt;strong>3. Shadows and lighting&lt;/strong>&lt;span>Testing how the integration of virtual lighting into a physical environment affects depth judgments.&lt;/span>&lt;/figcaption>
&lt;/figure>
&lt;figure class="ep-artuisis-media-card ep-iperxr-media-card--contain">
&lt;img src="retinal-display-setup.jpg" alt="Experimental setup comparing retinal projection and optical see-through augmented-reality displays" loading="lazy">
&lt;figcaption>&lt;strong>4. Retinal projection displays&lt;/strong>&lt;span>Comparing distance estimates made with conventional optical see-through and retinal projection displays.&lt;/span>&lt;/figcaption>
&lt;/figure>
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