Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict-the discrepancy between the depth specified by the eyes' accommodative state and the angle at which the eyes converge to fixate on a target. The present study involved the use of a manual pointing task in UR, VR, and AR to quantify the magnitude of the potential depth distortion in each modality. Conceptualizing the effect of vergence-accommodation offset as a constant offset to the vergence angle, a model was developed based on the stereoscopic viewing geometry. Different versions of the model were used to fit and predict the behavioral data for all modalities. Results confirmed the validity of the conceptualization of vergence-accommodation as a device-specific vergence offset, which predicted up to 66% of the variance in the data. The fitted parameters indicate that, due to the vergence-accommodation conflict, participants' vergence angle was driven outwards by approximately 0.2°, which disrupted the stereoscopic viewing geometry and produced distance distortion in VR and AR. The implications of this finding are discussed in the context of developing virtual environments that minimize the effect of depth distortion.
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http://dx.doi.org/10.1007/s10055-024-00991-4 | DOI Listing |
J Optom
November 2024
Laboratory of Vision Science and Optometry, Faculty of Physics, Adam Mickiewicz University, Poznan, 61614, Poland.
Purpose: The aim of the study was to verify the hypotheses that vergence-accommodation conflict (VAC) induced with head-mounted device (HMD) could cause symptoms in relation to changes in the accommodative-vergence system. In order to test this hypothesis, the Virtual Reality (VR) exposures were carried out in two types of VAC: VAC and VAC.
Method: Eighteen females, with a mean age of 22.
IEEE Trans Vis Comput Graph
November 2024
The vergence-accommodation conflict (VAC) presents a major perceptual challenge for head-mounted displays with a fixed image plane. Varifocal and layered display designs can mitigate the VAC. However, the image quality of varifocal displays is affected by imprecise eye tracking, whereas layered displays suffer from reduced image contrast as the distance between layers increases.
View Article and Find Full Text PDFVirtual Real
April 2024
Faculty of Kinesiology & Physical Education, University of Toronto, Toronto, ON Canada.
Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict-the discrepancy between the depth specified by the eyes' accommodative state and the angle at which the eyes converge to fixate on a target.
View Article and Find Full Text PDFA tomographic waveguide-based augmented reality display technique is proposed for near-eye three-dimensional (3D) display with accurate depth reconstructions. A pair of tunable lenses with complementary focuses is utilized to project tomographic virtual 3D images while maintaining the correct perception of the real scene. This approach reconstructs virtual 3D images with physical depth cues, thereby addressing the vergence-accommodation conflict inherent in waveguide augmented reality systems.
View Article and Find Full Text PDFAugmented reality (AR) magic-lens (ML) displays, such as handheld devices, offer a convenient and accessible way to enrich our environment using virtual imagery. Several display technologies, including conventional monocular, less common stereoscopic, and varifocal displays, are currently being used. Vergence and accommodation effects on depth perception, as well as vergence-accommodation conflict, have been studied, where users interact only with the content on the display.
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