Institute for Intelligent Systems Research and Innovation (IISRI), Deakin University, Australia.
Institute for Intelligent Systems Research and Innovation (IISRI), Deakin University, Australia.
Appl Ergon. 2019 Nov;81:102883. doi: 10.1016/j.apergo.2019.102883. Epub 2019 Jul 3.
Vergence-accommodation conflict (VAC) is the main contributor to visual fatigue during immersion in virtual environments. Many studies have investigated the effects of VAC using 3D displays and expensive complex apparatus and setup to create natural and conflicting viewing conditions. However, a limited number of studies targeted virtual environments simulated using modern consumer-grade VR headsets. Our main objective, in this work, is to test how the modern VR headsets (VR simulated depth) could affect our vergence system, in addition to investigating the effect of the simulated depth on the eye-gaze performance. The virtual scenario used included a common virtual object (a cube) in a simple virtual environment with no constraints placed on the head and neck movement of the subjects. We used ocular biomechanics and eye tracking to compare between vergence angles in matching (ideal) and conflicting (real) viewing conditions. Real vergence angle during immersion was significantly higher than ideal vergence angle and exhibited higher variability which leads to incorrect depth cues that affects depth perception and also leads to visual fatigue for prolonged virtual experiences. Additionally, we found that as the simulated depth increases, the ability of users to manipulate virtual objects with their eyes decreases, thus, decreasing the possibilities of interaction through eye gaze. The biomechanics model used here can be further extended to study muscular activity of eye muscles during immersion. It presents an efficient and flexible assessment tool for virtual environments.
融像性聚散冲突(VAC)是在沉浸式虚拟环境中引起视觉疲劳的主要原因。许多研究都使用 3D 显示器和昂贵的复杂仪器和设置来创建自然和冲突的观看条件,以研究 VAC 的影响。然而,只有少数研究针对使用现代消费级 VR 头显模拟的虚拟环境。在这项工作中,我们的主要目标是测试现代 VR 头显(VR 模拟深度)如何影响我们的聚散系统,此外,还研究了模拟深度对眼动性能的影响。使用的虚拟场景包括一个简单虚拟环境中的常见虚拟对象(一个立方体),其中没有对受试者的头部和颈部运动施加任何限制。我们使用眼生物力学和眼动追踪来比较匹配(理想)和冲突(真实)观看条件下的聚散角。沉浸时的真实聚散角明显高于理想聚散角,且具有更高的可变性,这会导致错误的深度线索,影响深度感知,并导致长时间虚拟体验产生视觉疲劳。此外,我们发现随着模拟深度的增加,用户用眼睛操纵虚拟物体的能力下降,从而减少了通过眼动进行交互的可能性。这里使用的生物力学模型可以进一步扩展到研究沉浸式眼肌的肌肉活动。它为虚拟环境提供了一种高效灵活的评估工具。