From: John Wann Subject: Re: SCI: Visual Cues to Depth Perception I don't believe that the important issue is what cues can specify depth perception, there are a large number, as previously listed, and only one or two are necessary in a display to yield a suitable percept of some depth. What is more relevant is the difference between cues that yield "absolute" and relative estimates of depth. By absolute I mean a body-scaled indication of where an object is placed: Stereo-cues for instance are "absolute" (scaled by IOD), so that if your virtual body is in scale, they specify whether you can reach out and pick something up, or whether you have to locomote to get it. Interposition, however, specifies that one (occluded) object lies behind another but gives no indication of the absolute depth of either**. To be useful, relative depth cues may need scaling or calibrating. The important issue is whether a VR, which implements a number of "standard" cues to object depth, includes enough information for the world to be perceived in natural body-scaled terms ("affordances" for the James Gibson followers). In systems that don't use stereo displays, this may be a particularly important consideration. John Wann Edinburgh Visual Perception Lab. _______________________ ** Tasks can often be performed using relative cues like interposition by comparing the apparant position of a virtual hand with the object (is it in front or behind ?), but this is a pretty clumsy way to interact.