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1.
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   

2.
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   

3.
Abstract— This updated review paper provides a selected review of a number of important perceptual and human‐factors issues that arise when stereo displays are designed and used. This review and analysis draws heavily from the basic vision literature in order to help provide insight for future design solutions for stereo displays. Issues discussed include: (1) the basics of human stereopsis (horopter, binocular disparity, binocular rivalry); (2) low‐level factors (interocular cross talk, interocular differences in luminance and contrast, accommodation‐vergence mismatch, stereoanomaly); (3) contextual factors (spatio‐temporal frequency effects, distance scaling of disparity); and (4) a high‐level cognitive factor (high‐level cue conflict). In this updated review, significant new material has been added: (1) interocular luminance and contrast differences and their effect on stereo viewing; (2) more insightful discussion of accommodative‐vergence mismatch; (3) high‐level cognitive factor. Two topics in the earlier review (visual pathways; dark focus and dark vergence) have been deleted. The paper concludes with the presentation of several recommendations for the design of stereo displays.  相似文献   

4.
Little is known about the developmental plasticity of the vergence and accommodative systems, an important issue since abnormalities can lead to visual problems, e.g. strabismus. One way of artificially altering the links between accommodation and vergence is to vary the stimulus to vergence while fixing the accommodative stimulus, as is found in virtual reality displays. While it would be of interest to study developmental plasticity in this situation, since many children are exposed to games machines which use this arrangement, no studies to date have tackled this issue. There is, however, some indication that long-term VR viewing in adults can lead to visual problems. It seems important to determine the safety of these systems for the developing human visual system before they come into common use. In this paper, adaptation of the accommodation and vergence systems and the effect of VR viewing in adults is discussed. The sparse literature on adaptation in children is then reviewed, and suggestions made for approaches that would enhance our knowledge of plasticity of accommodation and vergence in children.  相似文献   

5.
The visual brain fuses the left and right images projected onto the two eyes from a stereoscopic 3D (S3D) display, perceives parallax, and rebuilds a sense of depth. In this process, the eyes adjust vergence and accommodation to adapt to the depths and parallax of the points they gazed at. Conflicts between accommodation and vergence when viewing S3D content potentially lead to visual discomfort. A variety of approaches have been taken towards understanding the perceptual bases of discomfort felt when viewing S3D, including extreme disparities or disparity gradients, negative disparities, dichoptic presentations, and so on. However less effort has been applied towards understanding the role of eye movements as they relate to visual discomfort when viewing S3D. To study eye movements in the context of S3D viewing discomfort, a Shifted-S3D-Image-Database (SSID) is constructed using 11 original nature scene S3D images and their 6 shifted versions. We conducted eye-tracking experiments on humans viewing S3D images in SSID while simultaneously collecting their judgments of experienced visual discomfort. From the collected eye-tracking data, regions of interest (ROIs) were extracted by kernel density estimation using the fixation data, and an empirical formula fitted between the disparities of salient objects marked by the ROIs and the mean opinion scores (MOS). Finally, eye-tracking data was used to analyze the eye movement characteristics related to S3D image quality. Fifteen eye movement features were extracted, and a visual discomfort predication model learned using a support vector regressor (SVR). By analyzing the correlations between features and MOS, we conclude that angular disparity features have a strong correlation with human judgments of discomfort.  相似文献   

6.
This study investigates the permissible value of horizontal binocular disparity when gazing at a three-dimensional (3D) display based on ocular accommodation function. For the closely perceived image on the 3D display screen, the crossed disparity of +1.0° and of +0.5° were given and for the far image, which gave the image far away from the screen, the uncrossed disparities of ?1.0° and of ?0.5° were taken. The disparity was 0° when the image was displayed on the screen. When the disparity was +1.0° and the stereoscopic image had been perceived, the accommodative response became significantly larger in comparison to that at 0°. An accommodation lead was observed significantly at a disparity +1.0°. The tolerance of binocular disparity on the 3D display based on the physiological aspect of ocular accommodation is thus suggested to be less than +1.0°.  相似文献   

7.
Abstract— This paper provides a selected review of a number of important perceptual and human‐factors issues that arise when 3‐D displays are designed and used. This review and analysis draws heavily from the basic vision literature in order to help provide insight for future design solutions for 3‐D displays. Issues discussed include (1) the basics of human stereopsis, (2) interocular crosstalk, (3) oculomotor responding and distance scaling of binocular disparity information, (4) accommodative‐vergence mismatch, and (5) stereoanomly. The paper concludes with a presentation of several recommendations for the design of 3‐D displays.  相似文献   

8.
Convex mirrors are universally used as rear-view mirrors in automobiles. However, the ocular accommodative responses during the use of these mirrors have not yet been examined. This study investigated the effects of a convex mirror on the ocular accommodative systems. Seven young adults with normal visual functions were ordered to binocularly watch an object in a convex or plane mirror. The accommodative responses were measured with an infrared optometer. The average of the accommodation of all subjects while viewing the object in the convex mirror were significantly nearer than in the plane mirror, although all subjects perceived the position of the object in the convex mirror as being farther away. Moreover, the fluctuations of accommodation were significantly larger for the convex mirror. The convex mirror caused the 'false recognition of distance', which induced the large accommodative fluctuations and blurred vision. Manufactures should consider the ocular accommodative responses as a new indicator for increasing automotive safety.  相似文献   

9.
《Displays》2014,35(5):252-260
Stereoscopic 3D television (S3D TV) is now available in the home. However, little published information is available on viewer use or experience. In this study, 120 people from 29 households were given a new TV (active or passive stereoscopic 3D, or conventional 2D) and reported on their television viewing and other screen use on a near-daily basis over 8 weeks. People reported enjoying S3D TV and cinema more than TV and cinema in general, but enjoying S3D video games less than video games in general. S3D TV and video games were both associated with an increased, though still low (∼10%) level of adverse effects, such as headache and eyestrain. I speculate that this may be because video games present a particularly strong conflict between vergence and accommodative demand.  相似文献   

10.
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   

11.
Abstract— This research identifies methods for signs of visual complaints associated with stereoscopic displays. Two potential causes for contradictory results concerning these signs in previous research are hypothesized: (1) not all clinical tests are equally appropriate and (2) there is a natural variation in susceptibility amongst people with normal vision. An optometric screening differentiated participants with moderate binocular status (MBS) from those with good binocular status (GBS). In a 2 × 2 within‐subjects design (2‐D vs. 3‐D and MBS vs. GBS), a questionnaire and eight optometric tests (i.e., binocular acuity, aligning prism, fixation disparity, heterophoria, convergent and divergent fusional reserves, vergence facility, and accommodation response) were each administered before and immediately after a reading task. Results revealed that only participants with MBS in 3‐D conditions showed clinically meaningful changes in fusion range, experienced more visual discomfort, and performed worse on the reading task. Acombination of fusion range measurements and self‐report is appropriate for evaluating visual complaints of stereoscopic stills, and people with a MBS are more susceptible to visual complaints associated with stereoscopic displays. A simple measurement tool, i.e., the ratio of reading performance between 2‐D and 3‐D, to categorize people based on their binocular status is proposed.  相似文献   

12.
Do the increasingly popular 3D movies change how we perceive the content of the movie? We presented short (3.21 min) film sequences to observers equipped with shutter glasses. Three genres (horror, action, and documentary) were crossed with three between-subjects viewing conditions (director’s 3D, artificial 3D, and 2D). Observers had to rate how the film impressed them in terms of arousal, motion sickness, presence, and immersion. They also judged the personality, attractiveness, and intelligence of the protagonist in all viewing conditions. Not surprisingly, horror films produced more arousal and presence than action films. Documentaries scored lowest on presence. Action movies produced the highest immersion ratings. 2D viewing tended to produce less presence than 3D viewing. Surprisingly, artificial 3D was indistinguishable in terms of presence from the director’s 3D. The same was true for motion sickness: 3D viewing, regardless whether intended by the director or introduced artificially, was more nauseating than 2D viewing. We also found a genre effect regarding the impression of the protagonist, the latter was more agreeable in documentaries presented in 2D. The same protagonist was judged to be less extroverted and weighing more when viewed in director’s 3D. We conclude that 3D film has complex effects that interact with the film genre. Directors should consider these interactions when planning to produce a 3D movie.  相似文献   

13.
Although numerous potential causes may lead to visual discomfort when viewing content on three‐dimensional (3D) displays, vergence–accommodation conflict is a particular cause of binocular parallax‐based stereoscopic displays, and it is unavoidable. Based on the study of 3D content visual attention, we proposed a novel stereoscopic depth adjustment method to improve the visual comfort and enhance perceived naturalness. The proposed method combined the 3D image saliency and specific viewing condition to establish a novel model for computing the optimum zero‐disparity plane of stereoscopic image. The results of perception experiments, focused on visual comfort and stereoscopic sensation, supported that the proposed method can significantly enhance stereoscopic viewing comfort and even can improve the stereoscopic sensation by insuring the 3D image fusion.  相似文献   

14.
The conflict between vergence and accommodation is the main perceptual factors contributing to visual discomfort when viewing autostereoscopic display. The key factors relevant to the accommodation and vergence are the ambient illumination and the contrast. The current study was a 2 × 3 × 3 mixed design comparing VFSI and VIMS symptoms between 2D and 3D video clips with three contrast levels under three ambient illumination levels on the autostereoscopic display. Twenty participants were required to evaluate the degree of discomfort by filing out questionnaires after watching those video clips. According to the result analysis, the 3D viewing participants reported more severe symptoms compared to 2D. The moderate contrast conditions were found to be the optimum for viewing comfort. The difference between VFSI and VIMS symptoms become larger with increasing contrast. The results also suggested the optimum 3D illumination condition should not be too high to effectively relieve visual discomfort. VIMS symptoms were more sensitive to the changes in ambient illumination than VFSI. Moreover, significant interaction between contrast and ambient illumination was found. Participants felt the most comfortable in the combination effect of moderate level of contrast and the high level of ambient illumination.  相似文献   

15.
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   

16.
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   

17.
In stereoscopic vision, the ability of perceiving the three-dimensional structure of the surrounding environment is subordinated to a precise and effective motor control for the binocular coordination of the eyes/cameras. If, on the one side, the binocular coordination of camera movements is a complicating factor, on the other side, a proper vergence control, acting on the binocular disparity, facilitates the binocular fusion and the subsequent stereoscopic perception process. In real-world situations, an effective vergence control requires further features other than real time capabilities: real robot systems are indeed characterized by mechanical and geometrical imprecision that affect the binocular vision, and the illumination conditions are changeable and unpredictable. Moreover, in order to allow an effective visual exploration of the peripersonal space, it is necessary to cope with different gaze directions and provide a large working space. The proposed control strategy resorts to a neuromimetic approach that provides a distributed representation of disparity information. The vergence posture is obtained by an open-loop and a closed-loop control, which directly interacts with saccadic control. Before saccade, the open-loop component is computed in correspondence of the saccade target region, to obtain a vergence correction to be applied simultaneously with the saccade. At fixation, the closed-loop component drives the binocular disparity to zero in a foveal region. The obtained vergence servos are able to actively drive both the horizontal and the vertical alignment of the optical axes on the object of interest, thus ensuring a correct vergence posture. Experimental tests were purposely designed to measure the performance of the control in the peripersonal space, and were performed on three different robot platforms. The results demonstrated that the proposed approach yields real-time and effective vergence camera movements on a visual stimulus in a wide working range, regardless of the illumination in the environment and the geometry of the system.  相似文献   

18.
This paper investigates the impacts of stereo parameters in multiview synthesis for planar 3D display and presents a novel parameter adjustment method for reducing visual discomforts and geometric distortions. The proposed method combines the geometry of stereoscopic capturing system with the comfortable viewing rules for the human vision system in three steps. First, an identically sized representation between the virtual space and the display space is established, and the virtual camera parameters are derived based on the stereo geometry. Second, the scale factor between the physical space and the virtual space is computed based on the depth of focus theory to diminish vergence–accommodation conflicts. Last, the capturing and displaying parameters are adjusted according to the comfortable viewing zone and personal preference. Experimental results demonstrated that a reliable basis for multiview image synthesis and a more comfortable stereo perception can be achieved by applying the proposed method.  相似文献   

19.
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   

20.
Dynamic fixation and active perception   总被引:1,自引:1,他引:0  
Fixation is the link between the physical environment and the visual observer, both of which can be dynamic. That is, dynamic fixation serves the task of preserving a reference point in the world, despite relative motion. In this respect, fixation is dynamical in two senses: in response to voluntary changes of fixation point or attentive cues-gaze shiftings, and in response to the desire to compensate for the retinal slip-gaze holding.The work presented here, addresses the vergence movement and preservation of binocular fixation during smooth pursuit. This movement is a crucial component of fixation. The two vergence processes, disparity vergence and accommodative vergence, are described; a novel algorithm for robust disparity vergence and an active approach for blur detection and depth from defocus are presented. The main characteristics of the disparity vergence technique are the simplicity of the algorithm, the influence of both left and right images in the course of fixation and the agreement with the fixation model of primates. The major characteristic of the suggested algorithm for blur detection is its active approach which makes it suitable for achieving qualitative and reasonable depth estimations without unrealistic assumptions about the structures in the images.The paper also covers the integration of the two processes disparity vergence and accommodation vergence which are in turn accomplished by an integration of the disparity and blur stimuli. This integration is accounted for in both static and dynamic experiments.  相似文献   

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