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1.
Two experiments examined the link between vergence effort and subjective reports of visual fatigue following prolonged near work. In Experiment 1, dark vergence and reports of visual fatigue symptoms associated with computer use were measured in 104 persons. Dark vergence was significantly correlated with four of six symptoms of visual fatigue. In Experiment 2, 16 subjects who exhibited clear "Heuer effects" (systematic gaze-related changes in dark vergence) read from a video display terminal (VDT) at a distance of 20 cm for 60 min under two gaze elevation conditions: 20 deg above and 20 deg below a baseline gaze elevation. This manipulation was designed to vary the amount of vergence effort required to fixate the VDT. Results indicate a positive relation between vergence effort and visual fatigue both within and between subjects, and that prolonged near work leads to decreased vergence accuracy at far distances. Implications for VDT workstation design are discussed.  相似文献   

2.
Without fixation stimuli--for instance, in darkness--accommodation and convergence of the eyes reach an intermediate state that is relatively stable within a subject but which ranges from about 30 cm to infinity across subjects. This study investigated whether these oculomotor positions in darkness are related to visual strain. During work at a visual display unit (VDU), visual strain at a viewing distance of 50 cm was stronger than at 100 cm (with characters twice as large). The more distant the individual's dark convergence, the greater was the visual strain at the 50-cm viewing distance. When subjects were free to adjust the viewing distance to their comfort level, they chose distances between 51 and 99 cm (mean 74 cm) with characters 5 mm tall.  相似文献   

3.
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   

4.
Some observers do not fixate accurately at the point of regard: Their vergence angle (between the visual axes of the two eyes) may correspond to points slightly nearer or farther away. This vergence error, or fixation disparity, was measured with nonius (vernier) lines at six positions of a visual display relative to the eyes. At viewing distances of 40, 60, and 100 cm, the display was located either at eye level or at a downward inclination of gaze direction of -25 degrees relative to horizontal. Viewing conditions resembled typical office work. Lowering the screen induced a near shift in mean vergence response of 0.6 min arc, irrespective of viewing distance; the closer the screen, the more distant was the vergence response relative to the target (by 2.5 min arc on average). The slope of this proximity-fixation-disparity curve is an individual parameter of the vergence system. Actual or potential applications of this research include recommendations for the comfortable viewing distance of visual displays.  相似文献   

5.
OBJECTIVE: Determine the effects of display viewing distance on both the visual and musculoskeletal systems while the text height is held constant across viewing distances. BACKGROUND: The distance from the eyes to a computer display may affect visual and neck comfort. If the angular size of the characters remains the same, it is recommended that the display be placed at a farther viewing distance (e.g., 70-100 cm). However, in common usage, the character sizes are not adjusted based on viewing distance. METHOD: Participants under the age of 35 years (N = 24) performed visually demanding tasks using a computer display for 2 hr each at three viewing distances (mean: 52.4, 73.0, and 85.3 cm) while torso and head posture were tracked. At the end of each task, eye accommodation was measured and symptoms were recorded. RESULTS: The near distance was associated with significantly less blurred vision, less dry or irritated eyes, less headache, and improved convergence recovery when compared with the middle and far distances. Participants moved their torsos and heads closer to the monitor at the far distance. CONCLUSION: If the computer screen character sizes are close to the limits of visual acuity, it is recommended that the computer monitor be positioned between the near (52 cm) and middle (73 cm) distance from the eyes. APPLICATION: The location of a computer display should take into account the size of the characters on the screen and the visual acuity of the user.  相似文献   

6.
H Heuer  M Brüwer  T R?mer  H Kr?ger  H Knapp 《Ergonomics》1991,34(3):379-392
Hill and Kroemer (1986) and Kroemer and Hill (1986) found that the preferred vertical direction of gaze is lower with a nearer binocular stimulus than with a more distant one. A model is proposed that relates this phenomenon to characteristics of the resting state of the oculomotor system. Three predictions of the model were tested, based on measurements of the preferred vertical gaze direction and dark vergence in the same subject sample. On average the effect of observation distance on the preferred vertical gaze direction served to reduce the discrepancy between the resting state of vergence, operationally defined as dark vergence, and actual convergence during inspection of the binocular stimulus. Second, dark vergence data from individual subjects could be successfully used to predict whether they raised or lowered their eyes on inspection of a binocular stimulus as compared with the preferred vertical gaze direction while viewing a monocular stimulus. Finally, predictions of the size of the change of the preferred vertical gaze direction on introduction of a binocular stimulus produced only small and non-significant correlations.  相似文献   

7.
《Ergonomics》2012,55(7):1034-1049
At office workplaces equipped with visual display units (VDU) that were adjustable to various positions relative to the eyes short and long viewing distances from the eyes to the screen were imposed (mean value of about 63 and 92 cm) at two levels of screen height so that the visual target was either at eye level or 18 cm below, on the average. The change from far to near viewing distance produced a larger increase in eyestrain when the VDUs were at eye level. High screens resulted in greater eyestrain than low screens, as shown by correlations over subjects. When operators were free to adjust the most comfortable screen position, the group of 22 participants preferred viewing distances between 60 and 100 cm and vertical inclination of gaze direction between horizontal and - 16° downwards. However, within most subjects the range of preferred screen positions was much smaller. Between 3 days during a 1-month period the test-retest correlations of the preferred screen positions were highly significant, both for viewing distance and vertical gaze inclination. When operators were forced to work at a shorter distance than their preferred viewing distance they reported more visual strain. Thus, operators appear to prefer an individual adjustment of the screen relative to the eyes in order to avoid visual strain and discomfort at VDU work.  相似文献   

8.
3D visual comfort can be influenced by such common factors as binocular parallax, 3D image contrast, viewing distance, and illumination condition. This paper investigates the effect of contrast enhancement and illumination condition on 3D visual fatigue by performing a visual fatigue measurement experiment, of which subjects need to watch 3D images under two illumination conditions and finish a comfort judgment task. The proportion of discomfort images, the subjective evaluation of visual fatigue under 100 lux and 500 lux illumination conditions, the effect of image contrast enhancement on 3D visual fatigue, and the relationship between visual fatigue and proportion of discomfort images were analyzed, respectively. The experimental results showed that both the contrast enhanced by Laplacian algorithm and low illumination condition have positive influence on 3D visual perception of eyes; the 3D visual fatigue of contrast enhanced by Laplacian algorithm under low illumination condition was less than other situations in the experiment. Moreover, it was examined that the proportion of discomfort images can be potential prediction indicator of the 3D visual fatigue.  相似文献   

9.
A conflict between accommodation and vergence is one possible cause of visual fatigue and discomfort while viewing conventional three‐dimensional displays. Previous studies have proposed the super multi‐view (SMV) display technique to solve the vergence–accommodation conflict, in which two or more parallax images enter the pupil of the eye with highly directional rays. We simultaneously measured accommodative, vergence, and pupillary responses to SMV three‐dimensional displays to examine whether they can reduce the conflict. For comparison, responses to two‐view stereo images and real objects were also measured. The results show that the range of the accommodative response was increased by the SMV images compared with the two‐view images. The slope of the accommodation–vergence response function for the SMV images was similar to that for the real objects rather than the two‐view images. We also found that enhancement of the accommodative range by the SMV images is noticeable with binocular viewing, indicating that vergence‐induced accommodation plays an important role in viewing SMV displays. These results suggest that SMV displays induced a more natural accommodative response than did conventional, two‐view stereo displays. As a result, SMV displays reduced the vergence–accommodation conflict.  相似文献   

10.
Abstract— Aviation increasingly conducts night operations using night‐vision devices. However, design of some aspects may limit performance. As pointed out by Kotulak, vergence/accommodation mismatch in NVDs, usually due to eyepiece focus misadjustments, is sometimes a source of visual acuity (VA) decrement. The increased separation between sensors, existing in some binocular helmetmounted displays, was also identified to be potentially responsible for decreased VA at short distances. Based upon knowledge pertaining to vergence and accommodation, a study was performed to better understand the problem of dissociation accommodation/convergence. Different conditions of interocular separation and viewing distances were used. Twelve subjects participated and were asked to resolve Landolt C charts using night‐vision goggles. The results show that, with the eyepiece focus fixed at 10 m, the decrease in VA is roughly proportional to the interocular separation, when looking at short distances. A fixed eyepiece focus at 4 m considerably reduces the conflict and results in improved VA. An additional experiment was conducted to investigate the effect of fixing the objective lenses focus at infinity. With this setting, the decrease in VA at a short distance was such that effects of the mismatch accommodation/convergence are no longer apparent regardless of the interocular separation.  相似文献   

11.
Many studies have shown the benefits of augmented reality (AR) to improve manufacturing and control processes in industry. However, the presentation of AR content through optical see-through head-mounted displays may induce unnatural viewing conditions, which consequences on the user’s visual system have not been investigated yet. This study aimed at assessing whether using AR instructions to guide a manual task, i.e., conditions where the user is forced to repeatedly look at and accommodate in different planes to extract information from both real and virtual environments, could potentially impact the visual system of operators. A before/after design study was carried out, asking 26 participants to perform Lego assemblies for 30 min with either paper or AR instructions. The effects of using AR compared to paper instructions were evaluated both on binocular vision, with classical optometric measurements, and on visual fatigue, with the Virtual Reality Symptoms Questionnaire. No clinically significant differences in optometric measurements (far/near visual acuity, stereoacuity, phoria, convergence, fusional amplitude, accommodation amplitude, accommodative convergence) have been found between AR and paper instructions, and only negligible fatigue symptoms have been seen specifically for AR. Results from both objective and subjective measurements suggest that there is no impact of AR on the oculomotor system and that, in this specific case of use, AR can be safely used for production operators.  相似文献   

12.
The rapid success of 3D display technology and daily accessibility to 3D images has greatly increased the interest in such applications for a wide range of fields. This paper compares the effects of watching movies with 2D and 3D displays depending on the viewing distance (3H vs. 6H, where H is the height of the screen) and viewing time to determine the visual fatigue using electromyography (EMG) in terms of the percentage of maximum voluntary contraction (%MVC) of the orbicularis oculi (OO) muscle activity and a subjective visual discomfort score. Twenty healthy male university students with a mean age of 27.7 ± 2.53 years participated in this study as volunteers. None had color blindness, and all had normal vision acuity. A mixed-measures design was performed. The results showed that the viewing time and distance had significant effects on the %MVC and OO muscle activity depending on the display type. Watching the 3D display from a short viewing distance produced significantly high visual fatigue compared to watching the 2D display from a short viewing distance. However, the 3D display seemed to be less stressful than the 2D display at long viewing distances.  相似文献   

13.
J T Andre  D A Owens 《Human factors》1999,41(1):139-145
Leibowitz and his colleagues found that accommodation rests at an intermediate distance that shows wide interindividual variation. They proposed that this intermediate dark focus is useful for correcting anomalous refractive errors, but this proposal was later questioned when different measurement techniques yielded discrepant dark focus values. The present study measured dark focus under two levels of visual attentiveness: (a) when performing an open-loop, active viewing task (aDF); and (b) when looking passively into darkness (pDF). These dark focus measures were then compared with an optimal accommodation distance that was derived from accommodative response functions in bright and dim luminance. The aDF measures were found to be more myopic (nearer) than the pDF measures and highly correlated with the optical accommodation distance. No significant relationship was found between pDF and optical accommodation distance. These findings confirm that measures of dark focus are affected by nonoptical aspects of the measurement technique; they also suggest that techniques that demand visual attention (aDF) yield dark focus values that are more useful for optimizing accommodation and potentially reducing fatigue in difficult situations.  相似文献   

14.
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   

15.
While stereoscopic content can be compelling, it is not always comfortable for users to interact with on a regular basis. This is because the stereoscopic content on displays viewed at a short distance has been associated with different symptoms such as eye-strain, visual discomfort, and even nausea. Many of these symptoms have been attributed to cue conflict, for example between vergence and accommodation. To resolve those conflicts, volumetric and other displays have been proposed to improve the user's experience. However, these displays are expensive, unduly restrict viewing position, or provide poor image quality. As a result, commercial solutions are not readily available. We hypothesized that some of the discomfort and fatigue symptoms exhibited from viewing in stereoscopic displays may result from a mismatch between stereopsis and blur, rather than between sensed accommodation and vergence. To find factors that may support or disprove this claim, we built a real-time gaze-contingent system that simulates depth of field (DOF) that is associated with accommodation at the virtual depth of the point of regard (POR). Subsequently, a series of experiments evaluated the impact of DOF on people of different age groups (younger versus older adults). The difference between short duration discomfort and fatigue due to prolonged viewing was also examined. Results indicated that age may be a determining factor for a user's experience of DOF. There was also a major difference in a user's perception of viewing comfort during short-term exposure and prolonged viewing. Primarily, people did not find that the presence of DOF enhanced short-term viewing comfort, while DOF alleviated some symptoms of visual fatigue but not all.  相似文献   

16.
The paper describes a research study on visual discrimination of textual and graphic symbols on a visual display terminal (VDT) screen when viewed at eye-lo-screen distances of 61 cm and 152 cm (24 and 60 ins). Conducted as part of a development programme at McDonnell Douglas Corporation's St. Louis Aircraft Company for an Integrated Manufacturing Composites Centre (ICC), the study investigated symbol shapes, symbol sizes, symbol colours and background colours at the two viewing distances. The longer distance is representative of required placements of the VDTs at some manufacturing workstations to avoid interference with process or control equipment. Knowledge gained from the study was incorporated in the selection of the manufacturing computer information system (CIS) terminals.

All four treatments showed significant effects on visual discrimination at both viewing distances and, particularly at the 152 cm distance, the mix of symbol and background colours was highly significant. A black screen background colour with more luminous symbols such as orange, green, yellow provided much better visual discrimination at the extended viewing distance than less luminous symbols such as red and blue on a white background. Visual discrimination at the extended viewing distance, when compared with the shorter viewing distance and using symbols of equal size, was better than the loss in visual angle would suggest.

Sex and age (to age 65) did not significantly affect visual discrimination mean scores, but the variance among individuals in the 51-65 years age group was greater than for the younger age groups.

The visual discrimination scores for symbol sizes of 4 mm2 were not significantly different from the 6 mm2 symbols at the 61 cm viewing distance. The 4 mm2 symbol size was therefore adequate for visual discrimination of standalone symbols at this distance. Although 8 mm symbols were not used in this study, projections from the data indicate that such symbol sizes at 152 cm would provide comparable discrimination scores to the 4 mm2 at 61 cm.

Improved visual discrimination of standalone symbols occurs with gaps or changes in the angles of symbols, such as sets 'C' versus 'O' and 'Xl' versus'+'.  相似文献   

17.
We examined the influence of backrest inclination and vergence demand on the posture and gaze angle that workers adopt to view visual targets placed in different vertical locations. In the study, 12 participants viewed a small video monitor placed in 7 locations around a 0.65-m radius arc (from 65 degrees below to 30 degrees above horizontal eye height). Trunk posture was manipulated by changing the backrest inclination of an adjustable chair. Vergence demand was manipulated by using ophthalmic lenses and prisms to mimic the visual consequences of varying target distance. Changes in vertical target location caused large changes in atlanto-occipital posture and gaze angle. Cervical posture was altered to a lesser extent by changes in vertical target location. Participants compensated for changes in backrest inclination by changing cervical posture, though they did not significantly alter atlanto-occipital posture and gaze angle. The posture adopted to view any target represents a compromise between visual and musculoskeletal demands. These results provide support for the argument that the optimal location of visual targets is at least 15 degrees below horizontal eye level. Actual or potential applications of this work include the layout of computer workstations and the viewing of displays from a seated posture.  相似文献   

18.
Abstract— The purpose of this study is to determine the reading performance of operators on a desktop computer. The effects of luminance contrast, viewing distance, and character size on the speed of reading were investigated. The luminance contrast between the background and character was varied while color contrast was held near‐constant. Stimuli with different levels of character size, viewing distance, and luminance contrast were considered while assessing the readability performance. The luminance contrast between the background and character (0.01, 0.15, and 1.00), character sizes (0.2, 1.5, and 4°), and viewing distance (40, 50, and 60 cm) were used, and the performance of the operators were recorded in terms of words per minutes (WPM). Standard workplace design recommendations to position the center of the visual display terminal (VDT) 15° and 40° below horizontal eye level were used for the visually intensive readability task. An orthogonal array, the signal‐to‐noise (S/N) ratio, and the analysis of variance (ANOVA) were employed to investigate the above‐mentioned operating parameters to determine the optimum readability performance. The results indicated that performance was better at a 15° viewing angle as compared to a 40° viewing angle.  相似文献   

19.
Head-mounted displays (HMDs) allow the visualization of virtual content and the change of view perspectives in a virtual reality (VR). Besides entertainment purposes, such displays also find application in augmented reality, VR training, or tele-robotic systems. The quality of visual feedback plays a key role for the interaction performance in such setups. In the last years, high-end computers and displays led to the reduction of simulator sickness regarding nausea symptoms, while new visualization technologies are required to further reduce oculomotor and disorientation symptoms. The so-called vergence–accommodation conflict (VAC) in standard stereoscopic displays prevents intense use of 3D displays, so far. The VAC describes the visual mismatch between the projected stereoscopic 3D image and the optical distance to the HMD screen. This conflict can be solved by using displays with correct focal distance. The light-field HMD of this study provides a close-to-continuous depth and high image resolution enabling a highly natural visualization. This paper presents the first user-study on the visual comfort of light-field displays with a close-to-market HMD based on complex interaction tasks. The results provide first evidence that the light-field technology brings clear benefits to the user in terms of physical use comfort, workload, and depth matching performance.  相似文献   

20.
针对线上激光焊接的熔渣飞溅物粘附在保护镜片使激光光路受阻的问题,详细介绍了基于嵌入式Linux的视觉镜面缺陷检测系统的硬件及软件设计。提供了一种利用图像传感器对镜片进行视觉检测的解决方案。其中:MT9M031为图像传感器,通过V4L2接口将采集图像映射到系统的用户空间并利用核心算法对图像进行坏点的检测。一旦检测到坏点,系统立刻经过CAN总线向机器人报警并终止线上作业。按照该方法设计的系统,经过实验验证效果良好。迄今尚无视觉检测保护镜片的有效方法,首度将视觉测量应用于该测量领域。  相似文献   

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