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使用模拟透视式头戴显示器时的眼睛姿势与屏幕对齐情况。

Eye posture and screen alignment with simulated see-through head-mounted displays.

作者信息

Gibaldi Agostino, Liu Yinghua, Kaspiris-Rousellis Christos, Mahadevan Madhumitha S, Read Jenny C A, Vlaskamp Björn N S, Maus Gerrit W

机构信息

Magic Leap Switzerland GmbH, Zürich, Switzerland.

Magic Leap, Inc., Plantation, FL, USA.

出版信息

J Vis. 2025 Jan 2;25(1):9. doi: 10.1167/jov.25.1.9.

Abstract

When rendering the visual scene for near-eye head-mounted displays, accurate knowledge of the geometry of the displays, scene objects, and eyes is required for the correct generation of the binocular images. Despite possible design and calibration efforts, these quantities are subject to positional and measurement errors, resulting in some misalignment of the images projected to each eye. Previous research investigated the effects in virtual reality (VR) setups that triggered such symptoms as eye strain and nausea. This work aimed at investigating the effects of binocular vertical misalignment (BVM) in see-through augmented reality (AR). In such devices, two conflicting environments coexist. One environment corresponds to the real world, which lies in the background and forms geometrically aligned images on the retinas. The other environment corresponds to the augmented content, which stands out as foreground and might be subject to misalignment. We simulated a see-through AR environment using a standard three-dimensional (3D) stereoscopic display to have full control and high accuracy of the real and augmented contents. Participants were involved in a visual search task that forced them to alternatively interact with the real and the augmented contents while being exposed to different amounts of BVM. The measured eye posture indicated that the compensation for vertical misalignment is equally shared by the sensory (binocular fusion) and the motor (vertical vergence) components of binocular vision. The sensitivity of each participant varied, both in terms of perceived discomfort and misalignment tolerance, suggesting that a per-user calibration might be useful for a comfortable visual experience.

摘要

在为近眼头戴式显示器渲染视觉场景时,为了正确生成双目图像,需要准确了解显示器、场景物体和眼睛的几何形状。尽管可能会进行设计和校准工作,但这些量仍会受到位置和测量误差的影响,导致投射到每只眼睛的图像出现一些错位。先前的研究调查了虚拟现实(VR)设置中引发眼疲劳和恶心等症状的影响。这项工作旨在研究透视增强现实(AR)中双目垂直错位(BVM)的影响。在这类设备中,两种相互冲突的环境共存。一种环境对应于现实世界,它位于背景中并在视网膜上形成几何对齐的图像。另一种环境对应于增强内容,它作为前景突出显示,可能会出现错位。我们使用标准的三维(3D)立体显示器模拟了一个透视AR环境,以便对真实内容和增强内容进行全面控制并实现高精度。参与者参与了一项视觉搜索任务,该任务迫使他们在暴露于不同程度的BVM时交替与真实内容和增强内容进行交互。测量的眼睛姿势表明,双目视觉的感觉(双目融合)和运动(垂直聚散)成分对垂直错位的补偿是均等分担的。每个参与者的敏感度各不相同,无论是在感知不适还是错位容忍度方面,这表明针对用户的校准可能有助于获得舒适的视觉体验。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/31f5/11725991/6db34b642ebf/jovi-25-1-9-f001.jpg

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