准三维:减少会聚努力,提高头戴式立体显示器的视觉舒适度

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Vittorio Dalmasso, Michela Moretti, Claudio de’Sperati
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引用次数: 0

摘要

随着虚拟现实技术的普及,人们迫切希望解决观看立体显示时产生的辐辏-适应冲突问题,因为这会造成视觉压力。我们采用了一种基于减少眼球辐辏努力的方法来解决这一问题。在虚拟环境中,辐辏可以通过操纵虚拟摄像机的双眼分离来控制。利用这种技术,我们实现了两种准 3D 条件,其特点是双眼图像分离介于 3D (立体)和 2D(单镜)之间。在第一项侧重于感知方面的实验中,十名参与者在头部受限(非浸入式)条件下佩戴头戴式显示器(HMD)执行了一项视觉-手动追逐任务,总曝光时间约为 7 分钟。从三维条件到准三维条件和二维条件,辐辏眼动--包括平均辐辏角(静态辐辏)和辐辏偏移(动态辐辏)--逐渐减少,手追空间误差增加,目标距离观察者更远、更大。静态辐辏和动态辐辏的减少预示着试验性散光的减少。在第二项侧重于耐受性的实验中,14 名参与者在无头(沉浸式)状态下佩戴 HMD 进行了近视检测任务,总暴露时间约为 20 分钟。从三维条件到准三维和二维条件,主观和客观视觉压力指标(眼球辐辏不适评级、网络病症状和皮肤电导水平)都普遍下降。静态和动态辐辏的减少预示着这些指标的下降。值得注意的是,皮肤电导水平能预测所有的主观症状,无论是试验还是疗程,这表明皮肤电导水平可以成为视觉压力自我报告的客观替代物。我们的结论是,通过减少虚拟环境中的双眼图像分离来减轻辐辏努力,是减少立体 HMD 带来的视觉压力的一种简单而有效的方法。负面副作用--空间视觉的恶化--可以说会随着时间的推移而被忽视或补偿。这项初步概念验证研究应通过未来的大规模研究加以扩展,测试更多的环境、任务、显示器、用户和曝光时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays

Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays

The diffusion of virtual reality urges to solve the problem of vergence-accommodation conflict arising when viewing stereoscopic displays, which causes visual stress. We addressed this issue with an approach based on reducing ocular convergence effort. In virtual environments, vergence can be controlled by manipulating the binocular separation of the virtual cameras. Using this technique, we implemented two quasi-3D conditions characterized by binocular image separations intermediate between 3D (stereoscopic) and 2D (monoscopic). In a first experiment, focused on perceptual aspects, ten participants performed a visuo-manual pursuit task while wearing a head-mounted display (HMD) in head-constrained (non-immersive) condition for an overall exposure time of ~ 7 min. Passing from 3D to quasi-3D and 2D conditions, progressively resulted in a decrease of vergence eye movements—both mean convergence angle (static vergence) and vergence excursion (dynamic vergence)—and an increase of hand pursuit spatial error, with the target perceived further from the observer and larger. Decreased static and dynamic vergence predicted decreases in asthenopia trial-wise. In a second experiment, focused on tolerance aspects, fourteen participants performed a detection task in near-vision while wearing an HMD in head-free (immersive) condition for an overall exposure time of ~ 20 min. Passing from 3D to quasi-3D and 2D conditions, there was a general decrease of both subjective and objective visual stress indicators (ocular convergence discomfort ratings, cyber-sickness symptoms and skin conductance level). Decreased static and dynamic vergence predicted the decrease in these indicators. Remarkably, skin conductance level predicted all subjective symptoms, both trial-wise and session-wise, suggesting that it could become an objective replacement of visual stress self-reports. We conclude that relieving convergence effort by reducing binocular image separation in virtual environments can be a simple and effective way to decrease visual stress caused by stereoscopic HMDs. The negative side-effect—worsening of spatial vision—arguably would become unnoticed or compensated over time. This initial proof-of-concept study should be extended by future large-scale studies testing additional environments, tasks, displays, users, and exposure times.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
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.
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