OLED头戴式显示器用于虚拟现实视觉研究的评估

M. Toscani, R. G. Rodríguez, Dar’ya Guarnera, G. Guarnera, Assim Kalouaz, K. Gegenfurtner
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引用次数: 5

摘要

视觉研究人员经常依靠视觉显示技术向观察者呈现受控的刺激,通常是通过校准的计算机屏幕。虚拟现实(VR)可以实现类似的控制水平,同时具有更高的刺激真实感和比标准计算机显示器所能实现的更大的视野。为了产生所需的亮度和颜色的刺激,准确表征的光谱特性的显示是必要的。然而,这个过程在VR显示器上可能不是微不足道的,因为1)VR中使用的头戴式显示器(HMD)通常被设计为轻量化和低能耗,因此它们可能不符合显示校准中的一些标准假设,2)VR软件可能以复杂的方式影响颜色和亮度信号,进一步使校准过程复杂化。在这里,我们展示了1)在我们的实验中使用的一个普通的,现成的显示器的行为类似于标准的OLED显示器,2)我们测试的VR游戏引擎(虚幻引擎4)引入了一个复杂的行为,3)可以禁用。这样就可以精确地控制显示器发出的颜色和亮度,从而使其能够用于感知实验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessment of OLED Head Mounted Display for Vision Research with Virtual Reality
Vision researchers often rely on visual display technology to present observers with controlled stimuli, usually by means of a calibrated computer screen. Virtual Reality (VR) may allow a similar level of control, together with higher realism of the stimulation and a visual field larger than what is achievable on a standard computer monitor. To produce the desired luminance and color of the stimuli, accurate characterization of the spectral properties of the display is necessary. However, this process might not be trivial on VR displays, because 1) the Head Mounted Displays (HMD) used in VR are typically designed to be light-weight and low energy consuming, thus they might not meet some of the standard assumptions in display calibration, 2) the VR software might affect the color and luminance signal in a complex way, further complicating the calibration process. Here we show that 1) a common, off-the-shelf display used in our experiments behaves similarly to a standard OLED monitor, 2) the VR gaming engine we tested (Unreal Engine 4) introduces a complex behavior, 3) which can be disabled. This allows to accurately control colors and luminance emitted by the display, thus enabling its use for perceptual experiments.
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