From: Marc Bernatchez <mbernat@gel.ulaval.ca>
Subject: Re: DESIGN: FOV Reference
Date: Thu, 11 Jan 1996 13:51:22 -0500
Organization: Universite Laval


From: Marc Bernatchez <mbernat@gel.ulaval.ca>

On Tue, 9 Jan 1996, ROY RUDDLE wrote:
>Can anyone anyone give me a reference which explains/demonstrates
> why this FOV is a good, general purpose compromise (eg. an experiment
> which compares users' perceptions of the distortion of the same object
> when displayed on a monitor and the real world?)
> 
Actually roy, if you stand at any "safe" distance from your monitor
screen (about 2 feet away), you will get more like 25 degrees of FOV for
a 14" screen. I guess you could get around 30 for a bigger one (17" or so).

Small FOV may be better right now because of the technological limits we
faces. This is especially true for HMD LCD screens which are still pretty
low resolution for the high FOV applications. This is much the reason why
low FOV is considered a good compromise. To begin to get immersion, you
need at least 60 degrees of FOV. Less than that, you get a tunnel view
effect. As the FOV lowers, the resolution (angular resolution to be
precise) goes up so it's a clear advantage for CAD applications by example.

You can look at my article section regarding that. It is located on our 
VResources web site (see sign bellow) under VR articles/marc bernatchez's 
articles...

Hope it help

 Marc Bernatchez             |  E-mail: mbernat@gel.ulaval.ca
 C.O.P.L. (local plt-00307)  |============================================    
 Dep. Genie electrique       |  http://www.gel.ulaval.ca/~mbernat
 Universite LAVAL            |  http://www.imaginative.com/VResources
 Quebec, Canada              |============================================
 G1K 7P4                     | Virtual Reality is the future of computers

