共查询到15条相似文献,搜索用时 15 毫秒
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John Penczek Paul A. Boynton Frederick M. Meyer Eric L. Heft Richard L. Austin Thomas A. Lianza Lukas V. Leibfried Luca W. Gacy 《Journal of the Society for Information Display》2017,25(4):215-221
The arrival of near‐eye displays has challenged the traditional methods that have been used to measure the optical properties of displays. Near‐eye displays typically create virtual images and are designed for the relatively small entrance pupil of the human eye. These two attributes result in optical measurement requirements that are substantially different from traditional flat panel displays. This paper discusses the optical system requirements needed to make absolute radiometric and photometric measurements of near‐eye displays. These guidelines are contrasted with the performance of current optical measurement instruments. An initial study was conducted using traditional and modified instruments and exhibited a significant variance in the results with different near‐eye display designs. The study demonstrated that some traditional optical instruments can yield erroneous results when used to measure near‐eye displays. Generic optical system design concepts were used to interpret the experimental results and helped to identify how current commercial designs could be modified to properly measure near‐eye displays. 相似文献
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The location of the entrance pupil, field of view, and motion of the viewer's eye is frequently discussed for virtual reality/augmented reality (VR/AR) displays. In order to properly measure optical performance of these displays, the light measuring device (LMD) must simulate the characteristics of the human eye. An important factor to consider is the location of the entrance pupil (aperture stop setting) of the LMD. We compared field of view (FOV) and luminance deviations with various pupil entrance locations at the LMD in this paper. As a result of the experiment, the entrance pupil at the front focal point of the LMD was the best choice. 相似文献
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M. Pölönen V. Aaltonen G. Nyman J. Häkkinen 《Journal of the Society for Information Display》2008,16(11):1083-1087
Abstract— In this research project, the influence of different monocular near‐to‐eye display (NED) positions on user comfort has been investigated. In total, 43 subjects participated in tests; 22 used above and 21 below NED positions during dual‐task performance for 40 minutes. SSQ and VSQ questionnaires were used to compare the eyestrain and other sickness symptoms before and after the task performance for both display positions. According to the subjective test results, the NED position above the eye causes more symptoms than the position below the eye. 相似文献
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Zhigeng Pan;Hongyi Ren;Chang Liu;Ming Chen;Mithun Mukherjee;Wenzhen Yang; 《Computer Animation and Virtual Worlds》2024,35(3):e2258
Within the field of human–computer interaction, data gloves play an essential role in establishing a connection between virtual and physical environments for the realization of digital human. To enhance the credibility of human-virtual hand interactions, we aim to develop a system incorporating a data glove-embedded technology. Our proposed system collects a wide range of information (temperature, bending, and pressure of fingers) that arise during natural interactions and afterwards reproduce them within the virtual environment. Furthermore, we implement a novel traversal polling technique to facilitate the streamlined aggregation of multi-channel sensors. This mitigates the hardware complexity of the embedded system. The experimental results indicate that the data glove demonstrates a high degree of precision in acquiring real-time hand interaction information, as well as effectively displaying hand posture in real-time using Unity3D. The data glove's lightweight and compact design facilitates its versatile utilization in virtual reality interactions. 相似文献
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Nack‐Hyeon Keum Seong‐Kwan Hong Chong Chul Chai Oh‐Kyong Kwon 《Journal of the Society for Information Display》2018,26(2):71-78
In this paper, an active‐matrix organic light‐emitting diode pixel circuit is proposed to improve the image quality of 5.87‐in. mobile displays with 1000 ppi resolution in augmented and virtual reality applications. The proposed pixel circuit consisting of three thin‐film transistors (TFTs) and two capacitors (3T2C) employs a simultaneous emission driving method to reduce the number of TFTs and the emission current error caused by variations in threshold voltage (Vth) and subthreshold slope (SS) of the low‐temperature polycrystalline silicon TFTs. Using the simultaneous emission driving method, the compensation time is increased to 90 μs from 6.5 μs achieved in the conventional six TFTs and one capacitor (6T1C) pixel circuit. Consequently, the emission current error of the proposed 3T2C pixel circuit was reduced to ±3 least significant bit (LSB) from ±12 LSB at the 32nd gray level when the variations in both the Vth and SS are ±4σ. Moreover, both the crosstalk errors due to the parasitic capacitances between the adjacent pixel circuits and due to the leakage current were achieved to be less than ±1 LSB over the entire gray level. Therefore, the proposed pixel circuit is very suitable for active‐matrix organic light‐emitting diode displays requiring high image quality. 相似文献
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Yun‐Han Lee Guanjun Tan Kun Yin Tao Zhan Shin‐Tson Wu 《Journal of the Society for Information Display》2018,26(2):64-70
Based on the recent development of Pancharatnam–Berry deflectors and lenses, we propose a compact and lightweight near‐eye display system with depth adaption. The compact design results from the polarization selectivity of Pancharatnam–Berry deflector waveguide coupler, and the fast‐switching Pancharatnam–Berry lenses can be exploited for generating correct light fields. 相似文献
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Kei Kimura Yusuke Onoyama Taizo Tanaka Naobumi Toyomura Hideyuki Kitagawa 《Journal of the Society for Information Display》2017,25(3):167-176
A new 4T2C pixel circuit formed on a silicon substrate is proposed to realize a high‐resolution 7.8‐μm pixel pitch AMOLED microdisplay. In order to achieve high luminance uniformity, the pixel circuit compensates its Vth variation of the MOSFET for the driving transistor internally by using self‐discharging method. Also presented are 0.5‐in Quad‐VGA and 1.25‐in wide Quad‐XGA microdisplays with the proposed pixel circuit. 相似文献
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Paul Marshall 《Journal of the Society for Information Display》2003,11(1):55-61
Abstract— Today, high‐end simulation is demanding eye‐limiting resolution along with extremely large fields of view. This represents a tremendous challenge if none of the other desirable features and performance of traditional systems is to be lost. Image‐generating computers continue to become more capable, but the new demands placed upon them by these display technologies are proving difficult to realize at an economic price. This paper explores SEOS's investigation into this exciting new generation of simulation. A solution is outlined that delivers the required resolution, yet keeps the demands on the driving image‐generating computers to an acceptable level. At the same time, maintenance and alignment are simplified. 相似文献
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Pekka Äyräs Pasi Saarikko Tapani Levola 《Journal of the Society for Information Display》2009,17(8):659-664
Abstract— The field of view is an important parameter of a near‐to‐eye display. To achieve an immersive viewing experience, the field of view should be as high as possible. Presently, in most of the commercially available devices the field of view is between 15° and 30°. In this paper, a large‐field‐of‐view exit pupil expander that is based on diffractive optics was demonstrated. Usually these types of diffractive expanders cannot have a field of view much more than 25°. Here, an exit pupil expander with an extended field of view, based on two stacked plates, was demonstrated. The expander is designed for green light and it achieves a field of view of more than 40°. 相似文献
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Takuji Yoshida Kazutatsu Tokuyama Yuichi Takai Daisuke Tsukuda Tsuyoshi Kaneko Nobuhiro Suzuki Takafumi Anzai Akira Yoshikaie Katsuyuki Akutsu Akio Machida 《Journal of the Society for Information Display》2018,26(5):280-286
There is a high demand for light‐weight, stylishly designed augmented reality (AR) glasses with natural see‐through capabilities for the wide‐spread distribution of novel wearable device to general consumers. We have successfully developed a unique production process of a holographic waveguide combiner that enables us to laminate holographic optical elements (HOEs) onto a plastic substrate with optical grade quality. The plastic substrate waveguide combiner has a number of advantages over conventional glass substrate combiners; the plastic substrate makes AR glasses lighter in weight and unbreakable. With the lamination process of HOEs, we can apply them to a various designs to satisfy general customers' wide range of preferences for the style. We also potentially made it possible for the holographic waveguide combiner to be produced in larger volumes at lower costs by using our novel roll‐to‐roll hologram recording and laminating process. In this paper, we present our approach of the plastic substrate HOE production process for AR glasses. 相似文献
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Hidenori Kawanishi Hiroaki Onuma Masumi Maegawa Takashi Kurisu Takashi Ono Shigeyuki Akase Shinji Yamaguchi Naoto Momotani Yusuke Fujita Yuhei Kondo Kentaro Kubota Toshimi Yoshida Yuta Ikawa Tsuyoshi Ono Hiroyoshi Higashisaka Yasuaki Hirano Shinsuke Anzai 《Journal of the Society for Information Display》2021,29(1):57-67
High‐brightness micro‐LED display bonded onto silicon backplane has been successfully demonstrated. The 0.38‐inch full‐colour active matrix LED microdisplay system consists of 352 × 198 pixels. Each pixel is 24 μm square composed of red, green, and blue (RGB) subpixels corresponding to a pixel resolution of 1053 ppi. Quantum‐dot materials are formed on III‐nitride blue micro‐LED array to convert blue light into red and green for full‐colour operation. We have confirmed that this microdisplay, which we call “Silicon Display” has wide colour gamut exceeding 120% of sRGB. We describe the advantage of this colour‐converting approach for the full‐colour micro‐LEDs. Progress toward higher resolution is also described. Brightness of more than 30 000 cd/m2 has been confirmed at a driving current density of 4 A/cm2 for 3000 ppi blue monochrome micro‐LED prepared for full‐colour Silicon Display. We believe our “Silicon Display” is ideally suited for near‐to‐eye displays for augmented and mixed reality. 相似文献
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Carlin Vieri Grace Lee Nikhil Balram Sang Hoon Jung Joon Young Yang Soo Young Yoon In Byeong Kang 《Journal of the Society for Information Display》2018,26(5):314-324
We developed and fabricated the world's highest resolution (18 megapixel, 1443 ppi) OLED on glass display panel. The design uses a white OLED with color filter structure for high density pixelization and an n‐type LTPS backplane for faster response time than mobile phone displays. A custom high bandwidth driver IC was fabricated. We developed a foveated pixel pipeline appropriate for virtual reality and augmented reality applications, especially mobile systems. 相似文献
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Kun Yin Yun‐Han Lee Ziqian He Shin‐Tson Wu 《Journal of the Society for Information Display》2019,27(4):232-237
We report a stretchable, flexible, and adherable polarization volume grating (PVG) film and propose a compact optical system for augmented reality displays based on it. The Bragg reflection band shift, deflection angle change, and the mechanical robustness under stretch‐release cycles of the PVG film are also investigated. 相似文献
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Data entry is a ubiquitous task performed in today's offices. Persistent data entry is linked with high workload and fatigue due to poor ergonomic workplace design and poor posture. This study aims to alleviate data entry operators' workload and improve data entry performance by applying wearable augmented reality (AR) technology to data entry tasks. An AR-based interface was developed and used to present data to the participants, who entered the data in web-based data entry forms. A total of eighteen participants performed data entry tasks to evaluate the AR interface with traditional methods – extra desktop monitor and paper-based data presentation methods. Each method's performance was judged on the task completion time, typing error rate, workload, and usability. The usability and overall perceived workload while using an AR interface for data entry were similar to the traditional way of using paper, despite the additional burden due to the weight of the AR headset. AR interface did not perform better than the extra desktop monitor interface for usability and overall perceived workload. The results from this study can be utilized to design AR devices that are suited for data entry tasks. 相似文献