首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 498 毫秒
1.
Many people complain about visual fatigue arising from viewing three‐dimensional (3D) displays. This paper investigates relationship between visual fatigue and viewers' phoria for viewing autostereoscopic 3D displays. Visual fatigue is evaluated through subjective symptoms with a questionnaire and optometric indicators comprising fusion range as well as accommodation convergence/accommodation (AC/A) ratio to measure the variation in visual functions. A screening test is adopted to divide the subjects into two groups based on whether they suffer from phoria. Then a 2 × 2 × 2 mixed design experiment is conducted with display type, viewing stage, and visual state as factors to examine visual fatigue during viewing session. The results show that phoria subjects obtain more severe visual fatigue than normal on subjective evaluation. The normal subjects reveal a more marked difference with phoria in fusion range and AC/A ratio after viewing 3D video clip. Fusion range can significantly distinguish between the two‐dimensional (2D) and 3D condition as well as between the pre‐ and post‐viewing stages. The sensitivity and specificity of fusion range is higher than AC/A ratio with respect to viewing of 3D contents, so it is more appropriate as an optometric indicator of visual fatigue for autostereoscopic 3D displays.  相似文献   

2.
Recent advances in 3D technology have been accompanied by increasing complaints of visual fatigue. The usual explanation for such fatigue is that accommodation and convergence are mismatched during stereoscopic vision. The aim of this study was to measure fixation distances between lens accommodation and convergence in young subjects while they viewed real objects and 3D video clips. Measurements were made using an original instrument. The 3D video clips were presented to subjects using a liquid crystal shutter glass system. The results showed that when viewing real objects, the diopter values of subjects' accommodation and convergence were similar and changed periodically. This measurement method was thus considered to be appropriate for the measurement of stereoscopic vision. We also investigated lens accommodation and convergence when subjects viewed 3D video clips. Both accommodation and convergence were found to move along with the virtual position of 3D video clips. Therefore, there was little discrepancy between accommodation and convergence during the viewing of 3D images.  相似文献   

3.
Abstract— This paper describes a method for reducing the discrepancy between accommodation and convergence when viewing stereoscopic 3‐D images. The method uses a newly developed stereoscopic 3‐D display system with a telecentric optical system and a mobile LCD. The examination of a mono‐focal lens showed that a correction lens having the appropriate refractive power and conditions for presenting stereoscopic 3‐D images clearly reduces the discrepancy between accommodation and convergence. The authors also developed a stereoscopic 3‐D display that uses dynamic optical correction to reduce the discrepancy between accommodation and convergence. The display equalizes the theoretical points of accommodation and convergence. The purpose of the development was to expand the regeneration range of a stereoscopic 3‐D image having the appropriate accommodation. An evaluation of the developed display showed that it resolves the discrepancy between convergence and accommodation.  相似文献   

4.
If discrepancy between accommodation and convergence caused by a stereoscopic display exceeds fusion range of human eyes, viewers will see ghosting image, which leads to the loss of correct depth information and even causes severe visual fatigue. In this paper, an experiment aiming to investigate the binocular fusion range is conducted for a polarized 3D display. Two experimental trials are arranged to examine two aspects of fusion range including outward depth and inward depth. 3D modeling software is used to generate the test stereoscopic image pairs, which vary in depth by adjusting the separation between the virtual cameras. Angular parallax corresponding to the limit of fusion range is obtained by determining critical point of ghosting images. The experimental results show deviation between theoretical fusion range calculated by formula and experimental one.?0.223° to 0.275° represent critical fusion range for the polarized 3D display to avoid ghosting images.  相似文献   

5.
Integral imaging has three display modes including real mode, virtual mode, and focused mode, and each mode has unique display characteristics. In this paper, the accommodation responses to the three‐dimensional (3‐D) targets reconstructed by each mode of the integral imaging display were measured and statistically analyzed. Through the least square method, standard deviation analysis, and t‐test analysis, we found that the accommodation responses to the 3‐D target reconstructed by the focused mode was more similar to that of the real target on the same depth position. Moreover, the closer to the central depth plane was, the steadier accommodation response 3‐D targets could provide. These statistical analysis results are helpful to the design of integral imaging display device.  相似文献   

6.
In observing the stereoscopic display at the viewing distance of 1 m, the amount of the perceived depth was determined by the positions of the crossing point that the viewing direction of two eyes intersect. The positions of the crossing points of stereoscopic stimuli were controlled, and the accommodation was measured by the autorefractometer for the seven participants. Accommodation was also measured when viewing the real film chart which was placed at the same position as these crossing points. The accommodation change when viewing the stereoscopic display was measured to be noticeable only when the crossing point was quite near the participant, but this change was still much smaller compared with the accommodation change when viewing the real film chart. This change in accommodation implies the possible occurrence of fatigue related to the accommodation–convergence conflict, while the constant accommodation within the range of DOF implies no conflict between the accommodation and convergence. This measurement scheme may be used to define the range of DOF where the accommodation remains little changed, and thus define the depth of the 3D object at which no accommodation–convergence conflict occurs, for a given stereoscopic display.  相似文献   

7.
The use of 3D stereoscopic display technology in all aspects of life has attracted considerable research attention. However, only few studies have simultaneously considered the effects of stereoscopic display technologies on visual fatigue and operating performances. This study with 36 participants (50% females; mean age = 23.17 years, SD = 3.3) analyzed the effects of display technologies, task complexity, and use time on operation performances, subjective and objective visual fatigue. Results indicated that display technology did not significantly affect the operation performances, whereas task complexity did. However, no interaction took place between them. Display technology had no significant effects on subjective visual fatigue and near-point accommodation (NPA) but affected critical fusion frequency (CFF) significantly. Use time had significant effects on both subjective and objective visual fatigue.  相似文献   

8.
The study described in this article was designed to evaluate visual fatigue induced during video display terminal (VDT) tasks. Newly developed equipment was used that can simultaneously measure pupillary change, focal accommodation, and eye movement. The changes in these 3 physiological measures, taken during a VDT task, were used to propose an index for evaluating visual fatigue. Through multiple regression analysis, an index to describe the psychological sense of visual fatigue was obtained. In this index, the minimum pupil diameter, velocity of focal accommodation for constriction, and width of focal accommodation were included. The results suggest that visual fatigue in VDT tasks can be evaluated effectively using both pupil diameter and focal accommodation. The index can be used to assess visual fatigue induced during a VDT task if the following 3 conditions are satisfied:

1. Head movement is limited and infrequent.

2. The task requires focal accommodation.

3. During the task, there is no outstanding change in the lighting environment such as luminous intensity or brightness.  相似文献   

9.
《Ergonomics》2012,55(1):152-164
Abstract

This study investigates possible effects of temporally modulated light stimulation near critical fusion frequency (CFF) when subjects observe a cathode ray tube (CRT) operated at different refresh rates. Various visual functions were measured in a series of tests of 2.5 min duration. In experiment 1, at a repetition rate of 50 Hz mean pupil size was 0.055 mm smaller than at 300 Hz. The precision of convergence and accommodation in binocular vision was not affected. In experiment 2, 300 Hz was compared with the lowest frequency that did not produce visible flicker for each subject. At the lower rate (55 to 90Hz), mean accommodation in monocular vision was 006 D weaker, median eye blink duration was 6% shorter, and mean eye blink interval was 15% longer. Individual differences and possible fatigue effects of intermittent light at visual display units are discussed.  相似文献   

10.
Given the prevalence of visual fatigue induced by stereoscopic display, research on the neural mechanism of visual fatigue was limited. The goal of this study was to investigate the effect of stereoscopic display with different horizontal disparities on visual fatigue based on subjective questionnaire, ophthalmological parameters, eye movement and electrocardiogram (ECG). Subjects felt more headache, uncomfortable and dry eyes after watching 70-minute enhanced 3D display with larger negative disparity than normal 3D display. Meanwhile, visual function tear film break-up time (TBUT) reduced, microsaccade mean pupil diameter (MMPD) increased and heart rate variability (HRV) changed more significantly after watching enhanced 3D display. Overall, these results demonstrated that enhanced 3D display had a better sense of immersion, but it induced more visual fatigue significantly than normal 3D display.  相似文献   

11.
Holographic displays and super multi-view (SMV) displays have been developed to solve the accommodation–vergence conflict that is responsible for visual fatigue caused by the 3D images that are generated by conventional three-dimensional (3D) displays upon which the eye cannot focus. However, holographic and SMV displays provide 3D images upon which the eye can readily focus so that the accommodation–vergence conflict does not occur. Because these two display techniques require the generation of a very large amount of image data, the high data bandwidth of microelectromechanical (MEMS) devices is effectively utilized. The present article describes the holographic display system that employs a MEMS spatial light modulator (SLM), which increases the screen size and viewing zone angle. Two SMV displays are also described, where one employs MEMS SLMs and the other an array of MEMS projectors. The resolution and the number of viewpoints of the SMV displays have increased. Moreover, the technique using a MEMS SLM to eliminate speckles from holographic reconstructed images is also described.  相似文献   

12.
Abstract— Conventional stereoscopic displays require viewers to unnaturally keep eye accommodation fixed at one focal distance while they dynamically change vergence to view objects at different distances. This forced decoupling of reflexively linked processes fatigues eyes, causes discomfort, compromises image quality, and may lead to pathologies in developing visual systems. Volumetric displays can overcome this conflict, but only for small objects placed within a limited range of viewing distances and accommodation levels, and cannot render occlusion cues correctly. Our multi‐planar True 3‐D displays generate accommodation cues that match vergence and stereoscopic retinal disparity demands and can display images and objects at viewing distances throughout the full range of human accommodation (from 6.25 cm to infinity), better mimicking natural vision and minimizing eye fatigue.  相似文献   

13.
A head‐mounted light field display based on integral imaging is considered as one of the promising methods that can render correct or nearly correct focus cues and address the well‐known vergence‐accommodation conflict problem in head‐mounted displays. Despite its great potential, it still suffers some of the same limitations of conventional integral imaging‐based displays such as low spatial resolution and crosstalk. In this paper, we present a prototype design using tunable lens and aperture array to render 3D scenes over a large depth range while maintaining high image quality and minimizing crosstalk. Experimental results verify and show that the proposed design could significantly improve the viewing experience.  相似文献   

14.
We propose a high optical efficiency three‐dimensional (3D)/two‐dimensional (2D) convertible integral imaging display by using a pinhole array on a reflective polarizer. The 3D mode is realized by adopting a pinhole array on a reflective polarizer to generate a point light source array. Three‐dimensional/2D convertible feature is realized by electrically controlling a polarization switcher. The reflective polarizer can reflect the light that has the orthogonal polarization direction with the reflective polarizer and transmit the light that has the same polarization direction with the reflective polarizer. The reflected light is recycled, so the optical efficiencies for both 3D and 2D modes are enhanced. In the practical experiments, the optical efficiencies of the proposed integral imaging display increase by 8.04 times and 1.65 times in 3D and 2D modes comparing with the conventional integral imaging display that has no light recycle, respectively.  相似文献   

15.
Abstract— The viewing angle and flipping areas of a conventional integral‐imaging three‐dimensional (3‐D) display were analyzed. The pitches of the elemental image and micro‐lens are identical. The more micro‐lenses used, the smaller the viewing angle becomes and the wider the flipping areas become. In this paper, an improved integral‐imaging 3‐D display is presented. The pitch of the elemental image is larger than that of the micro‐lens. The single‐viewing angles of all micro‐lenses converge and there are no flipping areas at the optimal viewing distance. Computational reconstructions of improved and conventional integral imaging were carried out, and experimental results demonstrate that improved integral‐imaging 3‐D displays have a wider viewing angle than the conventional ones and do not have flipping areas at the optimal viewing distance.  相似文献   

16.
《Ergonomics》2012,55(10):1437-1448
No physiological correlates are known for visual fatigue produced by prolonged viewing of visual display terminals (VDTs). The primary aim of the present study was to find a physiological correlate of a performance measure which is related to fatigue. The assumption was that a change in the state of fatigue expresses itself in fluctuations of accommodation. If indeed variations in accommodation are indicative of fatigue, then visual evoked potentials (VEPs) might be used for the objective estimation of fatigue, because pattern EPs are highly sensitive to the quality of the retinal image.

In a realistic visual task, the VEP to pattern onset and the performance to a binary task are recorded simultaneously. Both indicators of fatigue, the amplitude of the VEP and the reaction time, proved to be sensitive to the workload of the task. If accommodation effort was increased, then reaction time increased and VEP amplitude decreased. Thus, VEPs are an indicator of the workload of a visual task. This allows comparison of the fatiguing effects of various office settings on the basis of the pattern EP of a particular subject. However, because VEP amplitude and reaction time do not have the same relation amongst subjects, the pattern EP cannot be used for inter-individual comparison.  相似文献   

17.
The system described in this paper provides a real-time 3D visual experience by using an array of 64 video cameras and an integral photography display with 60 viewing directions. The live 3D scene in front of the camera array is reproduced by the full-color, full-parallax autostereoscopic display with interactive control of viewing parameters. The main technical challenge is fast and flexible conversion of the data from the 64 multicamera images to the integral photography format. Based on image-based rendering techniques, our conversion method first renders 60 novel images corresponding to the viewing directions of the display, and then arranges the rendered pixels to produce an integral photography image. For real-time processing on a single PC, all the conversion processes are implemented on a GPU with GPGPU techniques. The conversion method also allows a user to interactively control viewing parameters of the displayed image for reproducing the dynamic 3D scene with desirable parameters. This control is performed as a software process, without reconfiguring the hardware system, by changing the rendering parameters such as the convergence point of the rendering cameras and the interval between the viewpoints of the rendering cameras.  相似文献   

18.
This study examines the effects of text and background color combination and typography of characters on visual performance and visual fatigue of individuals working on a visual display termina] (VDT). Correct percentage of performance, critical fusion frequency, near point of convergence, subjective visual fatigue, and preference ranking of color combinations of 40 participants were collected and analyzed. Color combination had no significant effects on visual performance. Typography significantly affected performance. Aesthetically pleasing but more cluttered characters were detrimental to visual performance. Characters of higher frequency and fewer strokes were identified more accurately. Participants also showed differential preference for color combinations. Red-on-green was ranked inferior to color combinations generally used in computer software. Participants showed no visual fatigue during the VDT work.  相似文献   

19.
Some people often appear asthenopia symptoms of eye fatigue, double vision, nausea, and dizziness while viewing 3D movies. By testing the changes of accommodation function and ocular movements during watching 3D and 2D movies, the factors in visual discomfort are confirmed in this study.20 subjects with normal visual acuity and binocular vision function view 3D and 2D movies with the same content for 30 min, and the amplitude of accommodation, binocular vergence ability, stereo-acuity, and tear break-up time of the subjects before and after viewing the films are measured. Furthermore, an open-field auto-refractor is utilized for synchronously testing the change of accommodative response while viewing 3D and 2D films, and Skalar IRIS tracking system is applied to record ocular movements through infrared positioning.In comparison with viewing 2D movies, the accommodative response and ocular movements reveal obvious changes while viewing 3D movies. The accommodation ability and binocular vergence ability obviously drop after viewing 3D movies; moreover, the stability of stereo-acuity and tear film also gets worse. The changes of such physiological factors might be the major cause of asthenopia.  相似文献   

20.
The extensive use of electronic devices commonly results in visual discomfort, particularly in stereoscopic display. Augmented Reality (AR) is a mixed technology that superimposes three-dimensional (3D) digital data onto an image of reality. Even though the visual health evaluation of 3D contents has been widely concerned, the difference between 3D and two-dimensional (2D) viewing using AR display was rarely studied. We aimed to compare the changes in visual fatigue and ocular surface parameters after 3D and 2D viewing with optical waveguide AR glasses for one hour (1hr). In the experiment, thirty young healthy participants watched the same film in 2D and 3D mode separately using AR glasses with one week interval. Subjective visual fatigue questionnaire and ocular examinations were evaluated at 3 time points: pre-watching, post-2D and post-3D visual task for 1hr. Lipid layer thickness (LLT) and total blink (TB) were evaluated with the LipiView interferometer. Tear meniscus height (TMH) and noninvasive tear breakup time (NIBUT) were measured using Keratograph 5M. The effect of viewing 2D and 3D videos for 1hr with AR glasses suggested slight visual discomfort except the symptom of pain and dullness. The lipid layer thickness and total blink showed increasing trends in both post-visual task but more obvious after 2D viewing. Blinking patterns and tear film stability are meaningful for video display terminal users in visual health education. Ocular parameters are needed to be considered in the design and usage of future AR applications.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号