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立体视仅:使用反应时测量的减少了单眼深度线索的游戏化虚拟现实的验证。

Stereopsis Only: Validation of a Monocular Depth Cues Reduced Gamified Virtual Reality with Reaction Time Measurement.

出版信息

IEEE Trans Vis Comput Graph. 2022 May;28(5):2114-2124. doi: 10.1109/TVCG.2022.3150486. Epub 2022 Apr 8.

DOI:10.1109/TVCG.2022.3150486
PMID:35167462
Abstract

The visual depth perception is composed of monocular and binocular depth cues. Studies show that in absence of binocular depth cues the performance of visuomotor tasks like pointing to or grasping objects is limited. Thus, binocular depth cues are of great importance for motor control required in everyday life. However, binocular depth cues like retinal disparity (basis for stereopsis) might be influenced due to developmental disorders of the visual system. For example, amblyopia in which one eye's visual input is not processed leads to loss of stereopsis. The primary amblyopia treatment is occlusion of the healthy eye to force the amblyopic eye to train. However, improvements in stereopsis are poor. Therefore, binocular treatments arose that equilibrate both eyes' visual input to enable binocular vision. However, most approaches rely on divided stimuli which do not account for loss of stereopsis. We created a Virtual Reality (VR) with reduced monocular depth cues in which a stereoscopic task is shown to both eyes simultaneously, consisting of two balls jumping towards the user. One ball appears closer to the user which must be identified. To evaluate the task performance the reaction time is measured. We validated our approach with 18 participants with stereopsis under three contrast settings including one leading to monocular vision. The number of correct responses reduces from 90% under binocular vision to 52% under monocular vision corresponding to random guessing. Our results indicate that it is possible to disable monocular depth cues and create a dynamic stereoscopic task inside a VR.

摘要

视觉深度知觉由单眼和双眼深度线索组成。研究表明,在缺乏双眼深度线索的情况下,指向或抓取物体等视觉运动任务的表现会受到限制。因此,双眼深度线索对于日常生活中所需的运动控制非常重要。然而,由于视觉系统的发育障碍,像视网膜视差(立体视的基础)这样的双眼深度线索可能会受到影响。例如,一只眼睛的视觉输入未被处理导致立体视丧失的弱视。弱视的主要治疗方法是遮挡健康的眼睛,迫使弱视的眼睛进行训练。然而,立体视的改善效果很差。因此,出现了平衡双眼视觉输入的双眼治疗方法。然而,大多数方法都依赖于分割刺激,无法弥补立体视的丧失。我们创建了一个具有较少单眼深度线索的虚拟现实 (VR),在其中同时向两只眼睛展示一个立体任务,其中两个球向用户跳去。一个球看起来离用户更近,必须识别出来。为了评估任务表现,我们测量了反应时间。我们用 18 名有立体视的参与者验证了我们的方法,在三种对比度设置下进行,包括一种导致单眼视觉的设置。在双眼视觉下,正确反应的数量从 90%减少到 52%,这与随机猜测相对应。我们的结果表明,有可能禁用单眼深度线索并在 VR 中创建动态立体任务。

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