IEEE Technology and Society Magazine - March 2017 - 83

head upright, as tilting one's head to
the side introduces vertical disparity
that causes visual discomfort or even
makes watching impossible (this
effect was studied in detail in [5]). For
passive glasses with a linear polar-
izer, adverse effects include ghosting,
where part of the left image is passed
to the right eye and vice versa.
Some users complain that watch-
ing 3D content causes health prob-
lems such as eye strain, headache,
nausea, and general fatigue [6], [7].
One reason is the vergence-accom-
modation conflict [8], when the eyes
must focus on points of the screen
plane, while at the same time verging
at points at different distances.
Recent research [9], [10] confirms
that the vergence-accommodation
conflict contributes to user fatigue,
and proposes how to alleviate this
when creating 3D content. Vergence-
accommodation conflict can also be
solved using special corrective lens-
es [11]. However, the research [10]
demonstrates that the mismatch
between vergence and accommo-
dation it is not the only factor
responsible for adverse effects and
its elimination can only alleviate
the problem rather than solve it.
Another issue is excessive binocu-
lar disparity [12]. This can be reduced
when creating 3D content, but
disparity also depends on the equip-
ment used. This means that con-
tent well-suited for one display may
cause adverse effects when watched,
for example, on a screen of a differ-
ent size. Surveys indicate that some
viewers suffer headaches when using
active shutter glasses [13]. Finally,
watching 3D content is not recom-
mended for children under six, whose
vision is still developing.

time. The stereoscopic experience
different from the geometry of the
brings the user much closer to the
human vision system. Our eyes con-
feeling of reality than a two-dimen-
verge at the object we are viewing,
sional image, and the inconvenience
while convergence of a pair of cam-
related to wearing 3D glasses may
eras is fixed. There are a number of
seem irrelevant.
rules about how to set a stereoscopic
Nevertheless, when compared to
system, relating, for example, to the
2D content, a stereo image does not
distance from cameras to the clos-
provide as much new information
est object in the scene (in relation
as we could expect. Our brain infers
to the base), the maximum parallax
depth from many different clues,
in relation to screen size, etc. [14].
such as perspective, apparent size
These rules, apart from imposing
of objects, occlusions, shadows, etc.
limitations when creating 3D content
This is why in most cases we can get
and making on-line 3D broadcasts
almost the same information from
difficult, imply that 3D content is not
a 2D image as from a 3D
image of the same scene.
This is why consoles for the
remote control of profes-
sional (e.g., military) drones
Why did the market for
are equipped with large 2D
stereoscopic devices such as 3D
screens and do not include
3D displays. Stereoscopic
TV sets, 3D laptops, and 3D computer
systems are sometimes
used in hobby drones for
screens shrink rapidly after a short
First Pilot View (FPV) fly-
time of dynamic growth?
ing but their popularity
is decreasing (many FPV
pilots use head-mounted
scalable. This means that the same
displays but there is usually non-
stereoscopic image looks different
stereoscopic image from a single
when displayed on screens of differ-
board camera). After getting used
ent sizes. The relationship between
to stereoscopic view, when seeing
the shooting distance and perceived
depth is not a curiosity anymore,
distance in stereogram is nonlinear
the difference between this and 2D
(except in a system with parallel opti-
is not as relevant. As Bell [4] argues,
cal axes) and the form of nonlineari-
the main reason for the failure of
ty depends on system geometry (see
3D television is that there was never
[15, ch. 21.1]). There are a number of
a demand for this technology. The
undesired effects, for example:
long history of stereoscopy, with
■ Difficulty with focusing eyes on
its waves of popularity that always
an object that is too close. A sin-
ended after a short time, seems to
gle object at too close distance
confirm this thesis.
may hamper watching the whole
Insufficient Reality and Limitations
3D image.
■ Cardboard effect, which is an
when Creating 3D Content
Stereoscopy can be regarded as a
impression that the image con-
step towards giving the user a feel-
sists of flat objects and a flat
ing of watching the real world. But
background. This effect can be
the appearance of 3D content is not
avoided by applying a set of rules
identical to reality. First, the geom-
regarding the geometry of the
etry of a stereoscopic system is
stereoscopic system [16], [17].

No Real Demand - Added
Value is Less Than It Appeared
in the Beginning
Many people are enchanted when
looking at 3D content for the first
march 2017

∕

IEEE Technology and Society Magazine

83



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