48 research outputs found

    Legibility of visual display units

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    Call number: LD2668 .R4 IE 1988 P73Master of ScienceIndustrial and Manufacturing Systems Engineerin

    Assessing the accommodation response after near visual tasks using different handheld electronic devices

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    ABSTRACT Purpose: To assess the accommodation response after short reading periods using a tablet and a smartphone as well as determine potential differences in the accommodation response at various stimulus vergences using a Hartmann- Shack aberrometer. Methods: Eighteen healthy subjects with astigmatism of less than 1 D, corrected visual acuity of 20/20 or better, and normal findings in an ophthalmic examination were enrolled. Accommodation responses were obtained under three different conditions: accommodation system of the eye relaxed and visually stressed with a tablet and an smartphone for 10 min, at a distance of 0.25 m from the subject's eyes. Three measurements of accommodation response were monocularly acquired at stimulus vergences ranging from 0 to 4 D (1-D step). Results: No statistically significant differences were found in the accommodation responses among the conditions. A moderate but gradually increasing root mean square, coma-like aberration was found for every condition. Conversely, the spherical aberration decreased as stimulus vergences increased. These outcomes were identified in comparison to the one-to-one ideal accommodation response, implying that a certain lag value was present in all stimulus vergences different from 0 D. Conclusions: The results support the hypothesis that the difference between the ideal and real accommodation responses is mainly attributed to parameters associated with the accommodation process, such as the near visual acuity, depth of focus, pupil diameter, and wavefront aberrations. The wavefront aberrations were dependent on the 3-mm pupil size selected in this study. The accommoda tion response was not dependent on the electronic device employed in each condition, and it was mainly associated with young age and level of amplitude of accommodation of the subjects

    Symptoms associated with reading from a smartphone in conditions of light and dark

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    Asthenopia symptoms were investigated in visually-normal subjects without computer-related vision symptoms after prolonged reading from: smartphone versus hardcopy under photopic conditions, and smartphone in conditions of ambient versus dark room illumination. After reading from the smartphone, total symptom scores and nine out of ten questionnaire symptoms were significantly worse than for the hardcopy (“blurred vision while viewing the text, “blurred distance vision after the task”, “difficulty in refocusing from one distance to another”, “irritated or burning eyes”, “dry eyes”, “eyestrain”, “tired eyes”, “sensitivity to bright lights” and “eye discomfort”). Mean total symptom scores and scores for “irritated or burning eyes” and “dry eyes” were significantly higher for the dark versus photopic conditions. In conclusion, prolonged smartphone reading could cause worse asthenopic symptoms than reading from a hardcopy under similar conditions. Symptoms could be even worse when reading from a smartphone in the dark

    The effects of blue light from digital displays on visual fatigue

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    With the ever-increasing viewing time of digital displays, the potential effects of blue light emitted from these displays on eye health and eye fatigue are a real concern. This study presents a literature review of six laboratory studies conducted between 2014 and 2022 on the effect of using filters to attenuate the harmful effects of blue light. The review delves into smartphone and computer screen effects, recent literature reviews on blue light, and potential hazards associated with short-wavelength light. Although the majority of the studies recommended blue light filters, only three of the six laboratory studies (Shi et al. 2021, Tu et al. 2021, Lin et al. 2017) found significant positive effects. A pilot study was conducted with six participants, focusing on the immediate effects of blue light exposure from an 18-inch screen of a laptop computer, while playing a graphic-based and a text-based game with three filter conditions, no-filter, an eyeglass filter, and a digital filter. Eye fatigue symptoms of tired eyes, sore eyes, dry eyes, and blurred vision showed a reduction of perceived ratings when blue light filters were used. Symptoms of tired eyes, and dry eyes reached a significant level of p-value ,\u3c 0.5 improvement over no filter. The digital filter, which has not been tested before for computer screens, provided a statistically significantly better rating than the eyeglass filter. While the results suggest an improvement for those using blue light filter technologies and may help to advocate for more blue light blocking technology in workplace design, the overall conclusion underscores the ongoing need for comprehensive research, considering limitations such as the small sample size of the pilot study and the absence of long-term effects research

    An Investigation of Visual Fatigue in Elementary School Students Resulting from Reading e-books

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    [[abstract]]Screen-based reading with e-books, which leverages technology in order to create pertinent learning experiences for all students, has become more acceptable to digital natives. Notably, before e-books are widely adopted in academic learning, the visual burden of students during reading activities should be considered. This investigation thus examines how reading-related factors affect visual fatigue incurred when reading both e-books and paper-based books through an experiment conducted on 24 elementary school students. The results showed that the different reading materials have no significant difference in terms of affecting students’ levels of visual fatigue; that is, reading material seems inconsequential with regard to changes in the degree of visual fatigue. Furthermore, another result found that long duration reading led visual to more burden, which also mean that long periods of reading without proper rest should be avoided. As this study of the foundation of visual fatigue reveals, the findings can be as references beneficial for integrating e-books into instruction and providing suggestions for the use of e-books in education. Therefore, we suggest that future studies should consider visual fatigue as important factors in e-book learning activity to promote their more potential benefits with regard to student learning.[[notice]]èŁœæ­ŁćźŒ

    Visual Search on a Mobile Device While Walking

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    Previous studies have examined the effects of walking and user interface elements on mobile task performance, using physical target selection tasks. The current study investigated the effect of walking and user interface elements on visual search on a mobile device, isolating the effects on perceptual and cognitive processes. The effects of object size, contrast, and target location on mobile devices while walking and standing were examined. A serial visual search using T and L shapes on a mobile device, which controlled for physical target selection involvement was conducted. The results showed that walking, bigger object size, and the target position in the outer area of the mobile device display slowed the visual search response time. This suggests that walking causes a negative performance effect not only on the physical task but also on the cognitive process while interacting with the mobile user interface. In addition, the results of the study suggest that the placing of major content and call-to-action items in the inner area of the display are likely to improve task performance on a mobile device

    Curved Displays, Empirical Horopters, and Ergonomic Design Guidelines

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    Department of Human Factors EngineeringVisual display products should be comprehensively evaluated from the perspectives of productivity, safety, and well-being. Curved display products are known to provide advantages. Although previous studies found that curved displays increase visual task performance, reduce visual fatigue, and improve the watching experience, these studies did not comprehensively examine the effects of display curvature. Moreover, they used low-fidelity curved screens that may not effectively reflect actual curved displays. The purpose of this thesis was to develop ergonomic design guidelines for determining appropriate display curvatures, considering the productivity, safety, and well-being of visual display terminal (VDT) users. Two studies on monitors and one study on TVs were conducted for this goal. In Study 1, the effects of the display curvature, display zone, and task duration on visual task performance and visual fatigue during a visual search task on a 50-inch multi-monitor were investigated. In Study 2, the effects of the display curvature and task duration on visual task performance, visual fatigue, and user satisfaction during a proofreading task on a 27-inch monitor were investigated, and the associations between ergonomic evaluation elements were then examined. Prediction models of visual fatigue and user satisfaction were subsequently developed. In Study 3, the effects of the display curvature, viewing distance, and lateral viewing position on presence, visual comfort, and user satisfaction during a TV watching task on a 55-inch TV were examined, and the importance of six viewing experience elements affecting user satisfaction was revealed. Finally, ergonomic design guidelines for curved displays were suggested. Based on the results of studies 1 and 2, an appropriate rest-break time was ecommended, taking into account visual task performance and visual fatigue. Study 1 examined the effects of the display curvature (400 R, 600 R, 1200 R, and flat), display zone (five zones), and task duration (15 and 30 min) on legibility and visual fatigue. A total of 27 participants completed two sets of 15-minute visual search tasks with each curvature setting. The 600 R and 1200 R settings yielded better results compared to the flat setup regarding legibility and perceived visual fatigue. Relative to the corresponding center zone, the outermost zones of the 1200 R and flat settings showed a decrease of 8%???37% in legibility, whereas those of the flat environment showed an increase of 26%???45% in perceived visual fatigue. Across curvatures, legibility decreased by 2%???8%, whereas perceived visual fatigue increased by 22% during the second task set. The two task sets showed an increase of 102% in the eye complaint score and a decrease of 0.3 Hz in the critical fusion frequency, both of which indicated a rise in visual fatigue. To sum up, a curvature of around 600 R, central display zones, and frequent breaks were recommended to improve legibility and reduce visual fatigue. Study 2 examined the effects of the display curvature and task duration on proofreading performance, visual discomfort, visual fatigue, mental workload, and user satisfaction. Fifty individuals completed four 15-min proofreading tasks at a particular curvature setting. Five display curvatures (600 R, 1140 R, 2000 R, 4000 R and flat) and five task durations (0, 15, 30, 45, and 60 min) were incorporated. The mean proofreading speed at its highest when the display curvature radius was equal to the viewing distance (600 R). Across curvatures, speedaccuracy tradeoffs occurred with proofreading, as indicated by an increase of 15.5% in its mean speed and a decrease of 22.3% in its mean accuracy over one hour. Meanwhile, the mean perceived visual discomfort, subjective visual fatigue, and mental workload increased, by 54%, 74%, and 24% respectively, during the first 15-min of proofreading. A decrease of 0.4 Hz in the mean critical fusion frequency during the first 15 min and a reduction in the mean blink frequency also indicated increases in visual fatigue and mental workload. The mean user satisfaction decreased by 11% until 45 min. A segmented regression model, in which perceived visual discomfort was used as a predictor, attributed 51% of the variability to visual fatigue. To sum up, a curvature of 600 R was recommended for speedy proofreading. Moreover, the breakpoint was observed be flexible, depending on VDT task types. These findings can contribute to determining ergonomic display curvatures and scheduling interim breaks for speedy but less visually fatiguing proofreading. Study 3 examined the effects of the display curvature, viewing distance, and lateral viewing position on the TV watching experience. The watching experience was assessed regarding the spatial presence, engagement, ecological validity, negative effects, visual comfort, image quality, and display satisfaction. Four display curvatures (2.3 m, 4 m, 6 m, and flat), two viewing distances (2.3 m and 4 m), and five lateral viewing positions (0 cm, 35 cm, 70 cm, 105 cm, and 140 cm) were evaluated. Seven pairs of individuals per curvature watched ten 5 min videos together, each time at a different viewing distance and lateral viewing position. Spatial presence and engagement increased when the display curvature approached the given viewing distance. Regardless of display curvature and viewing distance and TV watching experience factors, except negative effects, were degraded at more lateral viewing positions. Engagement could effectively explain the display satisfaction. These findings can contribute to enhancing TV watching experiences by recommending specific levels of display curvatures, viewing distances, and lateral viewing positions, as well as providing information on the relative importance of each watching experience element. This work suggested ergonomic design guidelines for curved displays. In Study 1, a curvature of approximately 600 R, central display zone, and frequent breaks were proposed to improve legibility and reduce visual fatigue during visual search tasks at the viewing distance of 500 mm. In Study 2, a curvature radius of 600 R and a minimum 15-minute break interval were proposed for a speedy proofreading task, at the viewing distance of 600 mm. In Study 3, a display radius of curvature similar to the viewing distance was recommended to improve the viewing experience. These results support that a curved display is ergonomically more beneficial when the display curvature approaches the empirical horopter. A relatively short 15-minute rest-time interval was suggested, considering the decrease of task accuracy and the increase of visual fatigue in studies 1 and 2. Two regression models were selected in Study 2 regarding predictive accuracy. They accounted for 70.4% of subjective visual fatigue variability and 60.2% of user satisfaction variability. Although this work was performed using relatively higher-fidelity mock-ups than previous studies, it is necessary to verify the findings with actual curved display products in the future. Furthermore, various tasks (e.g., word processing, graphics design, and gaming) and personal characteristics (e.g., presbyopia, gender, visual acuity, and product experience) should be considered to generalize the results of this thesis. These results can contribute to determining the ergonomic display curvature in consideration of productivity, safety, and well-being, and prioritizing elements of the visual fatigue and user satisfaction resulting from VDT work.ope

    Visual search on a mobile device while walking

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