human visual system
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2021 ◽  
Author(s):  
M.C.J.M. Vissenberg ◽  
M. Perz ◽  
M.A.H. Donners ◽  
D. Sekulovski

Conventional discomfort glare measures are based on glare source properties like luminous intensity or luminance and typically are valid only to specific situations and to specific types of light sources. For instance, the Unified Glare Rating (UGR) is intended for indoor lighting conditions with medium-sized glare sources, whereas another class of discomfort glare measures is specifically devoted to car headlamps. Recently, CIE TC 3-57 started with the aim to develop a more generic glare sensation model based on the human visual system. We present an example of such a model, including a detailed description of aspects like pupil constriction, retinal image formation, photoreceptor response and adaptation, receptive field-type filtering in the retina, and neural spatial summation. The linear correlation of the model to UGR in an indoor setting, and to subjective glare responses in an outdoor-like setting indicate that the human-visual-system-based model may indeed be considered generic.


NeuroImage ◽  
2021 ◽  
pp. 118864
Author(s):  
Lijuan Wang ◽  
Ling Huang ◽  
Mengsha Li ◽  
Xiaotong Wang ◽  
Shiyu Wang ◽  
...  

2021 ◽  
Author(s):  
◽  
Ryan Sumner

<p>The Accommodation-Vergence Conflict (AVC) is a phenomenon in the area of Head-Mounted Displays (HMDs) and one of the key issues hindering the popularity of HMDs largely due to it causing a large number of users to suffer from simulator sickness. There have been several proposed solutions developed by previous researchers, including the introduction of 'Dynamic Convergence' (DC) which, addresses the AVC problem in terms of the vergence depth cue. DC also helps in the performance of binocular fusion when viewing at a close vergence depth. As of yet however, DC has not undergone detailed testing for a number of important cases, which limits the amount of data that has been collected on DC's interaction with the human visual system. In addition, no DC research as of yet has dealt with the effect of a change in vergence depth, and how that change in the vergence angle of the focal plane would effect a user.  Thus, this thesis adds to the growing body of research and knowledge in this field by implementing DC with the addition of some transitions between a change in vergence depth. This is done within the Unity3D game engine in order to further investigate the impact of DC with regard to viewing close virtual objects on HMDs through a number of cases. The added transitions are also tested to see if they have any beneficial effects for users when the vergence angle changes. The investigation is centered around a perception based performance/appreciation-oriented visual study whereby participants were asked about their ability to perform binocular fusion on close virtual objects that were either stationary or moving and varying distances and speeds. Participants were also asked to report any symptoms of discomfort.  The research has adopted a mixed methodology experimental approach by conducting user experiments and surveys, before analysing the results through both in-depth quantitative statistical analysis and a variety of qualitative statistical techniques in order to measure and investigate the scale of the problem associated with the impact of DC on the human visual system in HMDs when viewing close virtual objects.  From the investigation it was confirmed that the approximate effective vergence depth range for DC was 0.3m or less, with statistical significance confirmed at the 0.15m distance. Participants reported having an easier time performing binocular fusion at these closer distances while DC was enabled. As a result of this, the majority of cases and scenarios did not report any significant negative responses in terms of discomfort symptoms. However attempts at improving DC with a transition between vergence depths were met with a mixed response from participants. While the need of a transition way be dependent on the user, there still exists some demand for one, thus it should still be available as an option.</p>


2021 ◽  
Author(s):  
◽  
Ryan Sumner

<p>The Accommodation-Vergence Conflict (AVC) is a phenomenon in the area of Head-Mounted Displays (HMDs) and one of the key issues hindering the popularity of HMDs largely due to it causing a large number of users to suffer from simulator sickness. There have been several proposed solutions developed by previous researchers, including the introduction of 'Dynamic Convergence' (DC) which, addresses the AVC problem in terms of the vergence depth cue. DC also helps in the performance of binocular fusion when viewing at a close vergence depth. As of yet however, DC has not undergone detailed testing for a number of important cases, which limits the amount of data that has been collected on DC's interaction with the human visual system. In addition, no DC research as of yet has dealt with the effect of a change in vergence depth, and how that change in the vergence angle of the focal plane would effect a user.  Thus, this thesis adds to the growing body of research and knowledge in this field by implementing DC with the addition of some transitions between a change in vergence depth. This is done within the Unity3D game engine in order to further investigate the impact of DC with regard to viewing close virtual objects on HMDs through a number of cases. The added transitions are also tested to see if they have any beneficial effects for users when the vergence angle changes. The investigation is centered around a perception based performance/appreciation-oriented visual study whereby participants were asked about their ability to perform binocular fusion on close virtual objects that were either stationary or moving and varying distances and speeds. Participants were also asked to report any symptoms of discomfort.  The research has adopted a mixed methodology experimental approach by conducting user experiments and surveys, before analysing the results through both in-depth quantitative statistical analysis and a variety of qualitative statistical techniques in order to measure and investigate the scale of the problem associated with the impact of DC on the human visual system in HMDs when viewing close virtual objects.  From the investigation it was confirmed that the approximate effective vergence depth range for DC was 0.3m or less, with statistical significance confirmed at the 0.15m distance. Participants reported having an easier time performing binocular fusion at these closer distances while DC was enabled. As a result of this, the majority of cases and scenarios did not report any significant negative responses in terms of discomfort symptoms. However attempts at improving DC with a transition between vergence depths were met with a mixed response from participants. While the need of a transition way be dependent on the user, there still exists some demand for one, thus it should still be available as an option.</p>


2021 ◽  
Vol 2021 (29) ◽  
pp. 387-393
Author(s):  
Dorukalp Durmus

Accurately describing the effect of lighting on color appearance phenomena is critical for color science education. While it is ideal to conduct in-person tutorials to demonstrate the color appearance fundamentals, laboratory tutorials have been limited due to COVID-19. The limitation of in-person gatherings and the increase popularity of remote teaching help evoke alternative methods to demonstrate color appearance phenomena. Here, a remote tutorial method is described, and results are compared to in-person tutorials. While the remote tutorial had weaker result in representing observers' color experience compared to the in-person lab tutorial, remote demonstrations can be used to demonstrate and discuss the limitations of color imaging, and the difference between the human visual system and digital imaging systems.


2021 ◽  
Vol 21 (11) ◽  
pp. 9
Author(s):  
Markku Kilpeläinen ◽  
Nicole M. Putnam ◽  
Kavitha Ratnam ◽  
Austin Roorda

Author(s):  
Keke Wu

Data visualization leverages human visual system to enhance cognition, it helps a person quickly and accurately see the trends, outliers, and patterns in data. Yet using visualization requires a viewer to read abstract imagery, estimate statistics, and retain information. These processes typically function differently for those with Intellectual and Developmental Disabilities (IDD) and have created an inaccessible barrier for them to access data. Preliminary findings from our graphical perception experiment suggest that people with IDD use different strategies to reason with data and are more sensitive to the design of data visualization compared with non-IDD populations. This article discusses several implications from that study and lays out actionable steps towards turning data visualization into a universal cognitive tool for people with varying cognitive abilities.


2021 ◽  
Vol 7 (5) ◽  
pp. 2893-2901
Author(s):  
Qi Zou

Objectives: Based on the principle of motion biomechanics, this paper studied the extraction and data processing of freestyle ski signals. Firstly, the algorithm of SLIC depth information and movement information was described in detail, and then the test and data collection methods were explained. Methods: Secondly, the algorithm was tested by this algorithm and traditional algorithm in the data set on the results of the comparison, the superiority of this algorithm was verified. Results: and starting from the characteristics of the underlying information of scene, consider in significant areas of the visual stimulus level. Conclusion: but at the same time the attention mechanism of human visual system was affected by the high-level features.


2021 ◽  
Vol 21 (9) ◽  
pp. 2311
Author(s):  
K. Seeliger ◽  
J. Roth ◽  
T. Schmid ◽  
M. Hebart

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