Virtual reality (VR) as a testing bench for consumer optical solutions: a machine learning approach (GBR) to visual comfort under simulated progressive addition lenses (PALs) distortions
IF 4.4 3区 计算机科学Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Miguel García García, Yannick Sauer, Tamara Watson, Siegfried Wahl
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引用次数: 0
Abstract
For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens’ surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given how lenses are fabricated, where in fact, astigmatism appears on the surface and cannot be entirely removed, or where non-uniform magnification becomes inherent to the power change across the lens. Some presbyopes may refer to certain discomfort when wearing these lenses for the first time, and a subset of them might never adapt. Developing, prototyping, testing and purveying those lenses into the market come at a cost, which is usually reflected in the retail price. This study aims to test the feasibility of virtual reality (VR) for testing customers’ satisfaction with these lenses, even before getting them onto production. VR offers a controlled environment where different parameters affecting progressive lens comforts, such as distortions, image displacement or optical blurring, can be inspected separately. In this study, the focus was set on the distortions and image displacement, not taking blur into account. Behavioural changes (head and eye movements) were recorded using the built-in eye tracker. We found participants were significantly more displeased in the presence of highly distorted lens simulations. In addition, a gradient boosting regressor was fitted to the data, so predictors of discomfort could be unveiled, and ratings could be predicted without performing additional measurements.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.