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1.
The Journal of Supercomputing - Curved monitors are getting more and more popular nowadays, due to the immersive sensation they provide to users in front of planar monitors. The display in curved...  相似文献   

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Knight JF  Baber C 《Human factors》2007,49(5):797-807
OBJECTIVE: The aim of the present study was to determine if a wearable system based on a head-mounted display (HMD) causes users to alter their head position and adopt postures that place greater stress on the musculoskeletal system. BACKGROUND: HMDs are common output devices used with wearable computers. HMDs provide the wearer with visual information by projecting computer-generated virtual images in front of the eyes. Deviations of neck posture from a neutral upright position increase the stresses on the musculoskeletal system of the head and neck. METHOD: Seven paramedics simulated the treatment of a patient under a normal condition and when using an HMD wearable computer system. During the simulations a posture analysis was performed using the Rapid Upper Limb Assessment method. RESULTS: The postures adopted when wearing an HMD, as compared with a normal condition, scored significantly higher for the neck (z = 2.463, p < .05) and for overall body posture (left side of the body: z = 2.447, p < .05; right side of the body: z = 2.895, p < .05). CONCLUSION: Wearing an HMD can force the wearers to modify their neck posture. As such, the musculoskeletal system of the head and neck may be placed under increased levels of stress. APPLICATION: Potential users should be made aware that HMDs could dictate modifications in neck posture, which may have detrimental effects and may compound the weight effect of the HMD.  相似文献   

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Head-mounted displays (HMDs) virtually augment the visual world to aid visual task completion. Three types of HMDs were compared [look around (LA); optical see-through with organic light emitting diodes and virtual retinal display] to determine whether LA, leaving the observer functionally monocular, is inferior. Response times and error rates were determined for a combined visual search and Go-NoGo task. The costs of switching between displays were assessed separately. Finally, HMD effects on basic visual functions were quantified. Effects of HMDs on visual search and Go-NoGo task were small, but for LA display-switching costs for the Go-NoGo-task the effects were pronounced. Basic visual functions were most affected for LA (reduced visual acuity and visual field sensitivity, inaccurate vergence movements and absent stereo-vision). LA involved comparatively high switching costs for the Go-NoGo task, which might indicate reduced processing of external control cues. Reduced basic visual functions are a likely cause of this effect.  相似文献   

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OBJECTIVE: We provide a review and analysis of much of the published literature on visual perception issues that impact the design and use of head-mounted displays (HMDs). BACKGROUND: Unlike the previous literature on HMDs, this review draws heavily from the basic vision literature in order to help provide insight for future design solutions for HMDs. METHOD: Included in this review are articles and books found cited in other works as well as articles and books obtained from an Internet search. RESULTS: Issues discussed include the effect of brightness and contrast on depth of field, dark focus, dark vergence, and perceptual constancy; the effect of accommodation-vergence synergy on perceptual constancy, eyestrain, and discomfort; the relationship of field of view to the functioning of different visual pathways and the types of visual-motor tasks mediated by them; the relationship of binocular input to visual suppression; and the importance of head movements, head tracking, and display update lag. CONCLUSION: This paper offers a set of recommendations for the design and use of HMDs. APPLICATION: Consideration of the basic vision literature will provide insight for future design solutions for HMDs.  相似文献   

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OBJECTIVE: We sought to determine the optimal focal distance for a semitransparent monocular head-mounted display (HMD) integrated with a flight simulator display and to investigate whether observers experienced visual discomfort or impaired target recognition when using an HMD set at the optimal distance. BACKGROUND: When an observer wears a monocular HMD and views a simulator display, focal distances of both displays must be within the observers' depth of focus to prevent blurred imagery. Because focal distance can vary by as much as 0.5 m in U.S. Air Force multifaceted simulator displays, we determined whether a monocular HMD could be integrated with a simulator display without blurred imagery or discomfort. METHOD: Depth of focus and visual recognition were measured with a staircase procedure, and visual discomfort was measured with a questionnaire. RESULTS: Depth of focus was 0.64 diopters in one condition tested, but it was affected by luminance level and display resolution. It was recommended that HMD focal distance equal the optical midpoint of the range of viewing distances encountered in the simulator. Moreover, wearing an HMD produced a decline in recognition performance for targets presented on the simulator display despite both displays being within observers' depth of focus and producing no visual discomfort. CONCLUSION: Monocular HMDs can be integrated with multifaceted simulator displays without blurred imagery or visual discomfort, provided that the correct focal distance is adopted. APPLICATION: For situations involving simultaneously viewed visual displays.  相似文献   

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Motion sickness, console video games, and head-mounted displays   总被引:1,自引:0,他引:1  
OBJECTIVE: We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display. BACKGROUND: Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games. METHODS: Participants played standard console video games using an Xbox game system. We varied the participants' posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness. RESULTS: Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness. CONCLUSION: The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. APPLICATION: Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.  相似文献   

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Simulator sickness has been a pervasive problem as head-mounted displays (HMDs) grow in popularity. Recent work showed that people can adapt to constant latency in an HMD, but latency that varies has not been examined. In this study, participants performed a shooting task while wearing an HMD during three sessions separated by 48 h under conditions of constant or varying latency. Performance was assessed for both accuracy (targets hit) and speed (time-to-hit targets). It was hypothesized that participants would adapt to constant, but not varying latency as indicated by decreasing simulator sickness over time. Further, it was hypothesized that participants would improve performance over time for both conditions due to practice, but the constant latency group would improve at a faster rate. Results showed reduced sickness with session regardless of latency condition. A similar trend was shown where performance improved with each session, with no effect of the latency condition. Change in sickness and performance were not correlated, suggesting that the changes were independently driven. These findings showed that people reduced sickness and improved performance with repeated exposure, even when experiencing different perturbations. This finding has implications for both HMDs and general understanding of the relationship between latency and adaptation.  相似文献   

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Head-mounted displays (HMDs) allow the visualization of virtual content and the change of view perspectives in a virtual reality (VR). Besides entertainment purposes, such displays also find application in augmented reality, VR training, or tele-robotic systems. The quality of visual feedback plays a key role for the interaction performance in such setups. In the last years, high-end computers and displays led to the reduction of simulator sickness regarding nausea symptoms, while new visualization technologies are required to further reduce oculomotor and disorientation symptoms. The so-called vergence–accommodation conflict (VAC) in standard stereoscopic displays prevents intense use of 3D displays, so far. The VAC describes the visual mismatch between the projected stereoscopic 3D image and the optical distance to the HMD screen. This conflict can be solved by using displays with correct focal distance. The light-field HMD of this study provides a close-to-continuous depth and high image resolution enabling a highly natural visualization. This paper presents the first user-study on the visual comfort of light-field displays with a close-to-market HMD based on complex interaction tasks. The results provide first evidence that the light-field technology brings clear benefits to the user in terms of physical use comfort, workload, and depth matching performance.  相似文献   

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A primary cause of simulator sickness in head-mounted displays (HMDs) is conflict between the visual scene displayed to the user and the visual scene expected by the brain when the user’s head is in motion. It is useful to measure perceptual sensitivity to visual speed modulation in HMDs because conditions that minimize this sensitivity may prove less likely to elicit simulator sickness. In prior research, we measured sensitivity to visual gain modulation during slow, passive, full-body yaw rotations and observed that sensitivity was reduced when subjects fixated a head-fixed target compared with when they fixated a scene-fixed target. In the current study, we investigated whether this pattern of results persists when (1) movements are faster, active head turns, and (2) visual stimuli are presented on an HMD rather than on a monitor. Subjects wore an Oculus Rift CV1 HMD and viewed a 3D scene of white points on a black background. On each trial, subjects moved their head from a central position to face a 15° eccentric target. During the head movement they fixated a point that was either head-fixed or scene-fixed, depending on condition. They then reported if the visual scene motion was too fast or too slow. Visual speed on subsequent trials was modulated according to a staircase procedure to find the speed increment that was just noticeable. Sensitivity to speed modulation during active head movement was reduced during head-fixed fixation, similar to what we observed during passive whole-body rotation. We conclude that fixation of a head-fixed target is an effective way to reduce sensitivity to visual speed modulation in HMDs, and may also be an effective strategy to reduce susceptibility to simulator sickness.  相似文献   

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Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. However, several experiments have provided evidence that egocentric distances are perceived as compressed in VEs relative to the real world. Recent experiments suggest that the virtual view frustum set for rendering the VE has an essential impact on the user's estimation of distances. In this article we analyze if distance estimation can be improved by calibrating the view frustum for a given HMD and user. Unfortunately, in an immersive virtual reality (VR) environment, a full per user calibration is not trivial and manual per user adjustment often leads to mini- or magnification of the scene. Therefore, we propose a novel per user calibration approach with optical see-through displays commonly used in augmented reality (AR). This calibration takes advantage of a geometric scheme based on 2D point - 3D line correspondences, which can be used intuitively by inexperienced users and requires less than a minute to complete. The required user interaction is based on taking aim at a distant target marker with a close marker, which ensures non-planar measurements covering a large area of the interaction space while also reducing the number of required measurements to five. We found the tendency that a calibrated view frustum reduced the average distance underestimation of users in an immersive VR environment, but even the correctly calibrated view frustum could not entirely compensate for the distance underestimation effects.  相似文献   

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Our previous research highlighted adverse visual effects after wearing a binocular head-mounted display (HMD) for a 10 min stereoscopic visualization task. We have since proposed a theoretical, explanation based on the conflict between the depth. Such cues presented by image disparity and image focal depth. Such conflict, however, is not evident in all HMD configurations, and we replicated our early trials using a new-generation bi-ocular HMD produced by Virtuality Entertainment Ltd. Using similar, conventional optometric procedures with 50 participants, we observed no problems in the use of this display for immersion periods of to 30 min. This study demonstrates that effective HMDs can be produced through careful design and precision engineering. It also suggests a difference between the presentation of binocular and bi-ocular images and the requirements that they place on the visual system. Factors to consider in the future development of binocular displays are discussed.  相似文献   

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The data obtained from a binary perspective projection of a convex planar set is equivalent to the data obtained by tactile measurements using a certain kind of geometric probe composed of two line probes rotating about a common axis point. The reconstruction of a convex polygon (with V vertices) using this type of data is considered and a measurement strategy which guarantees a unique reconstruction following no more than 3V − 3 measurements is proposed. It is also shown that no strategy can achieve complete reconstruction using less than 3V − 3 measurements. Duality implies that the same reconstruction performance is achieved when probing with a composite finger probe.  相似文献   

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Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and operation method on the usability of virtual buttons in VR environments were investigated. Task completion time, number of errors, and subjective preferences were collected to test different levels of the button size, spacing, and operation method. The experiment was conducted in a desktop setting with Oculus Rift and Leap motion. A total of 18 subjects performed a button selection task. The optimal levels of button size and spacing within the experimental conditions are 25 mm and between 5 mm and 9 mm, respectively. Button sizes of 15 mm with 1-mm spacing were too small to be used in VR environments. A trend of decreasing task completion time and the number of errors was observed as button size and spacing increased. However, large size and spacing may cause fatigue, due to continuous extension of the arms. For operation method, the touch method took a shorter task completion time. However, the push method recorded a smaller number of errors, owing to the visual push-feedback. In this paper, we discuss advantages and disadvantages in detail. The results can be applied to many different application areas with VR HMD using virtual hand interaction.  相似文献   

17.
E. Theunissen 《Displays》1994,15(4):241-254
Many types of modern commercial aircraft are equipped with an Electronic Flight Instrument System, comprising several programmable displays. The flexibility in information presentation of these systems offers the possibility to improve the pilot-aircraft interface significantly. Future concepts, such as enhanced and synthetic vision, will further increase these possibilities. To benefit from this, research into new display concepts is being performed to allow the pilot to operate in a four-dimensional (4D) air-traffic environment, to provide improved spatial and navigational awareness, and to enable a better transition from supervisory to manual control. A possible display format is the so-called perspective flight path display, which originated approximately 40 years ago. The design of perspective flight path displays for guidance and short-term navigation requires the specification of several parameters. Suitable values for these parameters depend on requirements with respect to range and resolution of the required information, the properties of the positioning and attitude determination system, and the abilities of the human operator with respect to perception, interpretation and evaluation of information. In this paper, a review of the various factors to be considered in the design of perspective flight path displays is presented. The relations between the guidance/short-term navigation task-related requirements and the design parameters of a perspective flight path display are discussed, and the consequences of the differences between today's guidance displays and perspective flight path displays for algorithms controlling the display symbology are explained.  相似文献   

18.
Spatial judgments with monoscopic and stereoscopic presentation of perspective displays were investigated in the present study. The stimulus configuration emulated a visual scene consisting of a volume of airspace above a ground reference plane. Two target symbols were situated at various positions in the space, and observers were instructed to identify the relative depth or altitude of the two symbols. Three viewing orientations (15, 45, or 90 deg elevation angle) were implemented in the perspective projection. In the monoscopic view, depth cues in size, brightness, occlusion, and linear perspective were provided in the format. In the stereoscopic view, binocular disparity was added along the line of sight from the center of projection to reinforce the relative depth in the visual scene. Results revealed that spatial judgments were affected by manipulation of the relative spatial positions of the two target symbols and by the interaction between relative position and viewing orientation. The addition of binocular disparity improved judgments of three-dimensional spatial relationships, and the enhancement was greater when monocular depth cues were less effective and/or ambiguous in recovering the three-dimensional spatial characteristics.  相似文献   

19.
A wire frame object consists of a set of three dimensional arcs, each arc being a sequence of conics and line segments lying in the same plane, with different arcs being allowed to lie on different planes. Given a picture taken by a camera focusing on one wire frame object, we show how to determine what the object is and where it is situated relative to the camera when the camera viewing parameters are unknown.

To accomplish the object identification, we begin with a segmented picture. Then we construct a ray from the lens to each point on the boundary of every region. For each region, the collection of its associated rays is a cone. We show that by constructing cones, the two-dimensional to three-dimensional matching problem is transformed into an equivalent three-dimensional to three-dimensional matching problem.

This matching problem is expressed as a nonlinear optimization search procedure on the 6 camera viewing parameters: the 3 translation parameters and the 3 rotation parameters. A solution is found when a viewing position and optical axis is determined which is consistent with the world knowledge we have of possible curves and the observed image data.  相似文献   


20.
On the complexity of labeling perspective projections of polyhedral scenes   总被引:3,自引:0,他引:3  
This paper investigates the computational time complexity of the labeling problem for line drawings of trihedral scenes. It is shown that the class of problems having polynomial complexity is larger than the simple case of line drawings of Legoland scenes (Kirousis and Papadimitriou, 1988). Once the location of the vanishing points in the image plane is known, the labeling problem can be solved in time O(Nn) where N is the number of segments and n is the number of vanishing points. The vanishing points can be given a priori, otherwise can, in many cases, be detected by standard techniques from the line drawing itself. The NP-completeness of the labeling problem for line drawings of trihedral scenes (Kirousis and Papadimitriou, 1988) is then due to the lack of knowledge about the vanishing points. which is equivalent to the knowledge of the possible directions for the edges. These results help draw a more accurate boundary between the problems in the interpretation of line drawings that are polynomially solvable and those that are NP-complete.  相似文献   

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