The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design

Author:

Aizenman Avi M.1ORCID,Koulieris George A.1ORCID,Gibaldi Agostino1ORCID,Sehgal Vibhor1ORCID,Levi Dennis M.1ORCID,Banks Martin S.1ORCID

Affiliation:

1. University of California, Berkeley, USA

Abstract

The human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) -gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content.

Funder

Center for Innovation in Vision and Optics (CIVO) at UC Berkeley

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Reference87 articles.

1. A stereo display prototype with multiple focal distances;Akeley Kurt;ACM Transactions on Graphics (TOG),2004

2. Latency requirements for foveated rendering in virtual reality;Albert Rachel;ACM Transactions on Applied Perception (TAP),2017

3. Corresponding retinal points, the horopter and size and shape of ocular images;Ames Adelbert;Journal of the Optical Society of America,1932

4. The vertical horopter and the angle of view;Ankrum Dennis R.;Work with Display Units,1995

5. The design and use of a new near-vision chart;Bailey Ian L.;Optometry & Vision Science,1980

Cited by 15 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Perceptual Evaluation of Steered Retinal Projection;Special Interest Group on Computer Graphics and Interactive Techniques Conference Conference Papers '24;2024-07-13

2. Vergence eye movements in virtual reality;Displays;2024-07

3. Integrating eye rotation and contrast sensitivity into image quality evaluation of virtual reality head-mounted displays;Optics Express;2024-06-25

4. Exploring the Effects of Foveated Rendering on Virtual Reality Game Graphics;2024 IEEE Gaming, Entertainment, and Media Conference (GEM);2024-06-05

5. High-fidelity color characterization in virtual reality across head mounted displays, game engines, and materials;Optics Express;2024-06-04

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3