scholarly journals Mitigating Visual Discomfort on Head Mounted Displays using Estimated Gaze Dependent Depth of Field

2021 ◽  
Author(s):  
◽  
Kieran Carnegie

<p>Virtual Reality (VR) applications on Head Mounted Displays (HMDs) are now more common and accessible for personal viewing than before with the introduction of consumer-level devices like the Oculus Rift. However, exposure to VR applications on HMDs results in significant discomfort for the majority of people, the severity of which can both increase or decrease after repeated exposures. This is disadvantageous for the development and adoption of VR, as a long adaptation period cannot be relied on for making Virtual Environments palatable.  Symptoms of discomfort caused by the viewing of content on VR devices including HMDs are historically described as “Simulator Sickness” and include eye fatigue, headaches, nausea and sweating; symptoms very similar to those experienced by sufferers of motion sickness. We refer to the specific subset of Simulator Sickness Symptoms caused by visual stimuli as symptoms of “Visual Discomfort”.  A conflict between accommodation and vergence depth cues on stereoscopic displays is known to be a significant cause of visual discomfort. This report describes a psychophysical evaluation used for judging the effectiveness of dynamic Depth of Field (DoF) blurring on reducing visual discomfort caused by initial exposure to stereoscopic content on HMDs.  Our DoF implementation adjusts the focal region of stereoscopic content based on an estimation of users’ view vectors in real time and is realised in a commercial game engine. Participants report a significant reduction of visual discomfort using a simulator sickness questionnaire when DoF blurring is enabled. On average, a 34% reduction in our sickness measure is observed, indicating that dynamic DoF blurring is an effective rendering technique for reducing visual discomfort.</p>

2021 ◽  
Author(s):  
◽  
Kieran Carnegie

<p>Virtual Reality (VR) applications on Head Mounted Displays (HMDs) are now more common and accessible for personal viewing than before with the introduction of consumer-level devices like the Oculus Rift. However, exposure to VR applications on HMDs results in significant discomfort for the majority of people, the severity of which can both increase or decrease after repeated exposures. This is disadvantageous for the development and adoption of VR, as a long adaptation period cannot be relied on for making Virtual Environments palatable.  Symptoms of discomfort caused by the viewing of content on VR devices including HMDs are historically described as “Simulator Sickness” and include eye fatigue, headaches, nausea and sweating; symptoms very similar to those experienced by sufferers of motion sickness. We refer to the specific subset of Simulator Sickness Symptoms caused by visual stimuli as symptoms of “Visual Discomfort”.  A conflict between accommodation and vergence depth cues on stereoscopic displays is known to be a significant cause of visual discomfort. This report describes a psychophysical evaluation used for judging the effectiveness of dynamic Depth of Field (DoF) blurring on reducing visual discomfort caused by initial exposure to stereoscopic content on HMDs.  Our DoF implementation adjusts the focal region of stereoscopic content based on an estimation of users’ view vectors in real time and is realised in a commercial game engine. Participants report a significant reduction of visual discomfort using a simulator sickness questionnaire when DoF blurring is enabled. On average, a 34% reduction in our sickness measure is observed, indicating that dynamic DoF blurring is an effective rendering technique for reducing visual discomfort.</p>


Author(s):  
Andrew T. Duchowski ◽  
Donald H. House ◽  
Jordan Gestring ◽  
Rui I. Wang ◽  
Krzysztof Krejtz ◽  
...  

Author(s):  
Martin Weier ◽  
Thorsten Roth ◽  
Andre Hinkenjann ◽  
Philipp Slusallek

Author(s):  
Marc Lambooij ◽  
Wijnand IJsselsteijn ◽  
Marten Fortuin ◽  
Ingrid Heynderickx

2021 ◽  
Author(s):  
Golafsoun Ameri

Acoustic microscopy (AM) provides micro-meter resolution using a highly focused single-element transducer. A drawback in AM is a relatively small depth of field, resulting in poor resolution outside the focus. Synthetic aperature focusing technique (SAFT) can be used to improve the image resolution throughout the field of view. SAFT mathematically synthesizes the effect of an array transducer and produces dynamic focusing and depth-independent resolution. SAFT in time domain with and without apodization, TD-SAFT and ATD-SAFT, respectively, and in frequency domain (FD-SAFT) were implemented and tested using simulated and experimental radio-frequency data from an acoustic microscope at 400 MHz. Lateral resolution of all the SAFT reconstructed images were better than those of the conventional B-mode images. While TD-SAFT and FD-SAFT permformed better than ATD-SAFT in improving the lateral resolution, ATD-SAFT provided lower side lobes. In conclusion, SAFT improves resolution in AM outside the focal region.


2020 ◽  
Author(s):  
Simone Grassini ◽  
Karin Laumann ◽  
Ann Kristin Luzi

Many studies have attempted to understand which individual differences may be related to the symptoms of discomfort during the virtual experience (simulator sickness) and the generally considered positive sense of being inside the simulated scene (sense of presence). Nevertheless, due to the quick technological advancement in the field of virtual reality, most of these studies are now outdated. Advanced technology for virtual reality is commonly mediated by head-mounted displays (HMDs), which aim to increase the sense of the presence of the user, remove stimuli from the external environment, and provide high definition, photo-realistic, three-dimensional images. Our results showed that motion sickness susceptibility and simulator sickness are related and neuroticism may be associated and predict simulator sickness. Furthermore, the results showed that people who are more used to playing video-games are less susceptible to simulator sickness; female participants reported more simulator sickness compared to males (but only for nausea-related symptoms). Female participants also experienced a higher sense of presence compared to males. We suggests that published findings on simulator sickness and the sense of presence in virtual reality environments need to be replicated with the use of modern HMDs.


Author(s):  
Stephen R. Ellis

Virtual environments created through computer graphics are communications media (Licklider et al., 1978). Like other media, they have both physical and abstract components. Paper, for example, is a medium for communication. The paper is itself one possible physical embodiment of the abstraction of a two-dimensional surface onto which marks may be made. The corresponding abstraction for head-coupled, virtual image, stereoscopic displays that synthesize a coordinated sensory experience is an environment. These so-called “virtual reality” media have only recently caught the international public imagination (Pollack, 1989; D’Arcy, 1990; Stewart, 1991; Brehde, 1991), but they have arisen from continuous development in several technical and non-technical areas during the past 25 years (Brooks Jr., 1988; Ellis, 1990; Ellis, et al., 1991, 1993; Kalawsky, 1993). A well designed computer interface affords the user an efficient and effortless flow of information to and from the device with which he interacts. When users are given sufficient control over the pattern of this interaction, they themselves can evolve efficient interaction strategies that match the coding of their communications to the characteristics of their communication channel (Zipf, 1949; Mandelbrot, 1982; Ellis and Hitchcock, 1986; Grudin and Norman, 1991). But successful interface design should strive to reduce this adaptation period by analysis of the user’s task and performance limitations. This analysis requires understanding of the operative design metaphor for the interface in question. The dominant interaction metaphor for the computer interface changed in the 1980’s. Modern graphical interfaces, like those first developed at Xerox PARC (Smith et al., 1982) and used for the Apple Macintosh, have transformed the “conversational” interaction from one in which users “talked” to their computers to one in which they “acted out” their commands in a “desk-top” display. This so called desk-top metaphor provides the users with an illusion of an environment in which they enact wishes by manipulating symbols on a computer screen. Virtual environment displays represent a three-dimensional generalization of the two-dimensional “desk-top” metaphor. These synthetic environments may be experienced either from egocentric or exocentric viewpoints. That is to say, the users may appear to actually be in the environment or see themselves represented as a “You are here” symbol (Levine, 1984) which they can control.


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