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3d shutter glasses

Manufactured by NVIDIA

3D shutter glasses are a type of eyewear used for viewing three-dimensional images. They work by alternating the left and right lenses, synchronized with the display, to create a stereoscopic effect and provide the illusion of depth.

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2 protocols using 3d shutter glasses

1

Dichoptic Contrast Sensitivity Measurement

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All stimuli were generated and controlled by a PC computer running Matlab (MathWorks, Natick, MA, United States) and Psychtoolbox (version 3.0) (Brainard, 1997 (link); Pelli, 1997 (link)). Dichoptic stimuli were rendered on a 3D-ready gamma-corrected computer monitor (ASUS VG278HE; refresh rate: 144 Hz; resolution: 1,920 × 1,080 pixels; background luminance: 54 cd/m2), with participants viewing through a pair of polarized glasses (NVIDIA 3D shutter glasses). The viewing distance was 114 cm, and a chin-forehead rest was used to secure the head position. All experiments were conducted in a dimly lit room (<5 lx).
The “signal” stimuli consisted of oriented ( ± 45° from vertical) sinusoidal gratings at six spatial frequencies (0.5, 1, 2, 4, 8, and 16 c/d) with random phase. Each grating consisted of eight cycles. The size of gratings was inversely proportional to the spatial frequency (i.e., 16°, 8°, 4°, 2°, 1°, and 0.5°), keeping the number of cycles the same across different spatial frequencies. Pixel intensities of the random “noise” stimuli were sampled from a Gaussian distribution (μ = 0, σ = 0.33). Noise stimuli in each trial were sampled independently. The size of the noise mask was the same as that of the signal grating (Chen et al., 2014 (link)). To minimize edge effects, a half-Gaussian ramp was added around the stimulus.
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2

Visual Perception in 3D Displays

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The experiments were performed using Matlab and the Psychophysics Toolbox (Brainard, 1997; Pelli, 1997) on a Windows 7 computer with an Nvidia Quadro 4000 video card. All stimuli were presented on a 29-cm × 51-cm 3D LCD display (Planar, 120 Hz, 1920 × 1080 pixels) at a viewing distance of 90 cm (29.54°× 16.62°of visual angle) such that 1 pixel subtended 0.015°of visual angle. Stimuli were antialiased to achieve subpixel resolution. Observers viewed the display through Nvidia 3D shutter glasses, which were synched with the refresh rate of the display (60 Hz per eye). The experiment was conducted in a dark room, with the display being the only source of illumination. The luminance of the display was linearized using standard gamma-correction procedures with mean luminance = 3.85 cd/m 2 when viewed through the shutter glasses. Observers used a keyboard to make responses and completed the trials at their own pace.
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