Eye posture and screen alignment with simulated see-through head-mounted displays.

IF 2 4区 心理学 Q2 OPHTHALMOLOGY
Agostino Gibaldi, Yinghua Liu, Christos Kaspiris-Rousellis, Madhumitha S Mahadevan, Jenny C A Read, Björn N S Vlaskamp, Gerrit W Maus
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引用次数: 0

Abstract

When rendering the visual scene for near-eye head-mounted displays, accurate knowledge of the geometry of the displays, scene objects, and eyes is required for the correct generation of the binocular images. Despite possible design and calibration efforts, these quantities are subject to positional and measurement errors, resulting in some misalignment of the images projected to each eye. Previous research investigated the effects in virtual reality (VR) setups that triggered such symptoms as eye strain and nausea. This work aimed at investigating the effects of binocular vertical misalignment (BVM) in see-through augmented reality (AR). In such devices, two conflicting environments coexist. One environment corresponds to the real world, which lies in the background and forms geometrically aligned images on the retinas. The other environment corresponds to the augmented content, which stands out as foreground and might be subject to misalignment. We simulated a see-through AR environment using a standard three-dimensional (3D) stereoscopic display to have full control and high accuracy of the real and augmented contents. Participants were involved in a visual search task that forced them to alternatively interact with the real and the augmented contents while being exposed to different amounts of BVM. The measured eye posture indicated that the compensation for vertical misalignment is equally shared by the sensory (binocular fusion) and the motor (vertical vergence) components of binocular vision. The sensitivity of each participant varied, both in terms of perceived discomfort and misalignment tolerance, suggesting that a per-user calibration might be useful for a comfortable visual experience.

眼睛姿势和屏幕对准模拟透明头戴式显示器。
在为近眼头戴式显示器渲染视觉场景时,为了正确生成双眼图像,需要准确了解显示器、场景对象和眼睛的几何形状。尽管可能的设计和校准工作,这些数量受到位置和测量误差的影响,导致投射到每只眼睛的图像出现一些不对齐。之前的研究调查了虚拟现实(VR)设备引发眼睛疲劳和恶心等症状的影响。本研究旨在探讨双目垂直错位(BVM)对透视增强现实(AR)的影响。在这样的设备中,两个相互冲突的环境共存。一个环境对应于真实世界,它位于背景中,并在视网膜上形成几何对齐的图像。另一个环境对应于增强的内容,它作为前景突出,可能会出现不对齐。我们使用标准的三维(3D)立体显示器模拟了一个透明的AR环境,以完全控制和高精度的真实和增强内容。参与者参与了一项视觉搜索任务,该任务要求他们在暴露于不同数量的BVM的同时,与真实内容和增强内容进行交互。测量的眼姿表明,双眼视觉的感觉(双目融合)和运动(垂直汇聚)组件平均分担了对垂直失调的补偿。每个参与者的敏感度各不相同,无论是在感知到的不适和不校准公差方面,这表明每个用户的校准可能对舒适的视觉体验有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Vision
Journal of Vision 医学-眼科学
CiteScore
2.90
自引率
5.60%
发文量
218
审稿时长
3-6 weeks
期刊介绍: Exploring all aspects of biological visual function, including spatial vision, perception, low vision, color vision and more, spanning the fields of neuroscience, psychology and psychophysics.
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