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Vergence eye movements in virtual reality
Displays ( IF 4.3 ) Pub Date : 2024-03-18 , DOI: 10.1016/j.displa.2024.102683
Ken McAnally , Philip Grove , Guy Wallis

There is increasing interest in incorporating eye tracking in virtual reality (VR) systems to infer gaze in 3 dimensions. Estimation of gaze in depth may be limited by errors of measurement of the small eye vergence angles involved. It may also be limited by true errors of vergence in VR. We found that observers commonly made errors of vergence when viewing in VR, such that the dominant eye was more accurately aligned than the non-dominant eye. Errors of vergence were often larger than Panum’s fusional range. The absence of reported diplopia suggests that some of the visual input from one eye was supressed or the double images escaped attention. Errors of vergence could not be explained by contamination by variations in pupil diameter. Errors of vergence were not reduced when the vergence-accommodation conflict was eliminated by optical correction. These results suggest that the ability to correctly infer gaze distance in VR may be limited by true errors of eye vergence, rather than by measurement errors imposed by limitations of eye tracking.

中文翻译:

虚拟现实中的视线聚散运动

人们越来越有兴趣将眼动追踪纳入虚拟现实 (VR) 系统中以推断 3 维注视。对凝视深度的估计可能会受到所涉及的小眼睛聚散角的测量误差的限制。它还可能受到 VR 中真实聚散误差的限制。我们发现,观察者在 VR 中观看时通常会出现聚散错误,导致主眼比非主眼对齐更准确。聚散误差通常大于帕努姆的融合范围。没有报告复视表明来自一只眼睛的一些视觉输入被抑制或者双重图像逃脱了注意。聚散误差不能用瞳孔直径变化造成的污染来解释。当通过光学校正消除聚散-调节冲突时,聚散误差并没有减少。这些结果表明,在 VR 中正确推断注视距离的能力可能受到眼睛聚散度的真实误差的限制,而不是受到眼睛跟踪限制造成的测量误差的限制。
更新日期:2024-03-18
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