827 research outputs found

    Quantifying interactions between accommodation and vergence in a binocularly normal population

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    AbstractStimulation of the accommodation system results in a response in the vergence system via accommodative vergence cross-link interactions, and stimulation of the vergence system results in an accommodation response via vergence accommodation cross-link interactions. Cross-link interactions are necessary in order to ensure simultaneous responses in the accommodation and vergence systems. The crosslink interactions are represented most comprehensively by the response AC/A (accommodative vergence) and CA/C (vergence accommodation) ratios, although the stimulus AC/A ratio is measured clinically, and the stimulus CA/C ratio is seldom measured in clinical practice. The present study aims to quantify both stimulus and response AC/A and CA/C ratios in a binocularly normal population, and determine the relationship between them. 25 Subjects (mean±SD age 21.0±1.9years) were recruited from the university population. A significant linear relationship was found between the stimulus and response ratios, for both AC/A (r2=0.96, p<0.001) and CA/C ratios (r2=0.40, p<0.05). Good agreement was found between the stimulus and response AC/A ratios (95% CI −0.06 to 0.24MA/D). Stimulus and response CA/C ratios are linearly related. Stimulus CA/C ratios were higher than response ratios at low values, and lower than response ratios at high values (95% CI −0.46 to 0.42D/MA). Agreement between stimulus and response CA/C ratios is poorer than that found for AC/A ratios due to increased variability in vergence responses when viewing the Gaussian blurred target. This study has shown that more work is needed to refine the methodology of CA/C ratio measurement

    Deformable Beamsplitters: Enhancing Perception with Wide Field of View, Varifocal Augmented Reality Displays

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    An augmented reality head-mounted display with full environmental awareness could present data in new ways and provide a new type of experience, allowing seamless transitions between real life and virtual content. However, creating a light-weight, optical see-through display providing both focus support and wide field of view remains a challenge. This dissertation describes a new dynamic optical element, the deformable beamsplitter, and its applications for wide field of view, varifocal, augmented reality displays. Deformable beamsplitters combine a traditional deformable membrane mirror and a beamsplitter into a single element, allowing reflected light to be manipulated by the deforming membrane mirror, while transmitted light remains unchanged. This research enables both single element optical design and correct focus while maintaining a wide field of view, as demonstrated by the description and analysis of two prototype hardware display systems which incorporate deformable beamsplitters. As a user changes the depth of their gaze when looking through these displays, the focus of virtual content can quickly be altered to match the real world by simply modulating air pressure in a chamber behind the deformable beamsplitter; thus ameliorating vergence–accommodation conflict. Two user studies verify the display prototypes’ capabilities and show the potential of the display in enhancing human performance at quickly perceiving visual stimuli. This work shows that near-eye displays built with deformable beamsplitters allow for simple optical designs that enable wide field of view and comfortable viewing experiences with the potential to enhance user perception.Doctor of Philosoph

    Perceptual modelling for 2D and 3D

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    Livrable D1.1 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D1.1 du projet

    Binocular adaptation to near addition lenses in emmetropic adults

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    The final publication is available at Elsevier via https://doi.org/10.1016/j.visres.2008.02.015 © 2008. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/Near addition lenses are prescribed to pre-presbyopic individuals for treatment of binocular motor problems such as convergence excess and to control the progression of myopia. To date, no investigation has looked at the complete sequence of binocular motor responses during a period of near work with +2 D lenses. This investigation evaluated changes to accommodation and vergence responses when young adults sustained fixation at 33 cm with +2 D addition lenses. In addition, the effect of the accommodative vergence cross-link (AV/A) on the magnitude and the completeness of binocular adaptation to these lenses were evaluated. The results showed that +2 D lenses initiate an increase in exophoria and convergence driven accommodation. The degree of the initial induced phoria was dependant upon the magnitude of the AV/A ratio. Vergence adaptation occurred after 3 min of near fixation and reduced the exophoria and convergence driven accommodation. The magnitude of vergence adaptation was dependant upon the size of the induced phoria and hence the AV/A ratio. The completeness of adaptation was seen to vary inversely with induced exophoria and thus the AV/A ratio.This study was supported by grants from Canada Foundation for Innovation; NSERC Canada (E.L.I., W.R.B.); CLLRnet (W.R.B.), CRC and PREA (E.L.I.)

    Effects of glare on binocular vision and reading behaviour performing computer work

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    We spend more and more time working with computers. When we do so our central visual field lacks three-dimensional (3D) features and this leads to reduced binocular control and may result in eye-related symptoms. When other factors such as direct and indirect glare are added to a computer work situation further stress is placed on the visual system and binocular control may be even further reduced and our reading behaviour may also be influenced. These factors are likely to contribute to the vision- and eye symptoms referred to collectively as computer vision syndrome (CVS). Three areas of clinical study are included in the context of using a computer screen for demanding near visual tasks. This research aimed to explore the theoretical relationship between: (1) the importance of centrally placed 3D features in respect to accommodation and vergence mechanisms; (2) the influence of degraded stimuli and/or degraded retinal image on the quality of binocular vision as an indicator of visual fatigue; (3) the influence of degraded stimuli and/or degraded retinal image on eye movements when reading. Paper I clarified the importance of implementing centrally placed 3D fixation stimuli to contribute to increase vergence accuracy and fixation stability. Paper II evaluated the influence of disability glare on binocular coordination. The results indicated that binocular coordination increased in instability with the severity of glare and there was a more pronounced effect when lighting condition created direct glare. Paper III described the influence of disability glare on eye movements when reading. It is clear that these eye movements were negatively affected in the direct- and indirect glare lighting conditions. Paper IV evaluated the threshold luminance of direct glare using a subjective response regarding eye symptoms in addition to an evaluation of the effect on binocular coordination as a benchmark. Direct glare of 2000 cd/m2 was found to decrease the instability of binocular coordination with an increased level of eye pain. In conclusion, these findings argue for a more pronounced relationship between reduced cues of centrally placed 3D features when working with computers with elevated exposure to disability glare. Direct glare appears to degrade the visibility of the retinal image to such a high degree that it can be identified as the most pronounced inappropriate lighting condition. Evaluation of the luminance threshold of direct glare suggests that it reasonable to recommend that stray light toward the eyes should be significantly lower than 2000 cd/m2. This research has taken a step in the direction of justifying the importance of following lighting design recommendations in computer work environments

    Toward Simulation-Based Training Validation Protocols: Exploring 3d Stereo with Incremental Rehearsal and Partial Occlusion to Instigate and Modulate Smooth Pursuit and Saccade Responses in Baseball Batting

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    “Keeping your eye on the ball” is a long-standing tenet in baseball batting. And yet, there are no protocols for objectively conditioning, measuring, and/or evaluating eye-on-ball coordination performance relative to baseball-pitch trajectories. Although video games and other virtual simulation technologies offer alternatives for training and obtaining objective measures, baseball batting instruction has relied on traditional eye-pitch coordination exercises with qualitative “face validation”, statistics of whole-task batting performance, and/or subjective batter-interrogation methods, rather than on direct, quantitative eye-movement performance evaluations. Further, protocols for validating transfer-of-training (ToT) for video games and other simulation-based training have not been established in general ― or for eye-movement training, specifically. An exploratory research study was conducted to consider the ecological and ToT validity of a part-task, virtual-fastball simulator implemented in 3D stereo along with a rotary pitching machine standing as proxy for the live-pitch referent. The virtual-fastball and live-pitch simulation couple was designed to facilitate objective eye-movement response measures to live and virtual stimuli. The objective measures 1) served to assess the ecological validity of virtual fastballs, 2) informed the characterization and comparison of eye-movement strategies employed by expert and novice batters, 3) enabled a treatment protocol relying on repurposed incremental-rehearsal and partial-occlusion methods intended to instigate and modulate strategic eye movements, and 4) revealed whether the simulation-based treatment resulted in positive (or negative) ToT in the real task. Results indicated that live fastballs consistently elicited different saccade onset time responses than virtual fastballs. Saccade onset times for live fastballs were consistent with catch-up saccades that follow the smooth-pursuit maximum velocity threshold of approximately 40-70˚/sec while saccade onset times for virtual fastballs lagged in the order of 13%. More experienced batters employed more deliberate and timely combinations of smooth pursuit and catch-up saccades than less experienced batters, enabling them to position their eye to meet the ball near the front edge of home plate. Smooth pursuit and saccade modulation from treatment was inconclusive from virtual-pitch pre- and post-treatment comparisons, but comparisons of live-pitch pre- and post-treatment indicate ToT improvements. Lagging saccade onset times from virtual-pitch suggest possible accommodative-vergence impairment due to accommodation-vergence conflict inherent to 3D stereo displays
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