786 research outputs found

    Pupil size affects measures of eye position in video eye tracking: implications for recording vergence accuracy

    Get PDF
    Video eye trackers rely on the position of the pupil centre. However, the pupil centre can shift when the pupil size changes. This pupillary artifact is investigated for binocular vergence accuracy (i.e. fixation disparity) in near vision where the pupil is smaller in the binocular test phase than in the monocular calibration. A regression between recordings of pupil size and fixation disparity allows correcting the pupillary artefact. This corrected fixation disparity appeared to be favourable with respect to reliability and validity, i. e. the correlation of fixation disparity versus heterophoria. The findings provide a quantitative estimation of the pupillary artefact on measured eye position as function of viewing distance and luminance, both for measures of monocular and binocular eye position

    Visual discomfort whilst viewing 3D stereoscopic stimuli

    Get PDF
    3D stereoscopic technology intensifies and heightens the viewer s experience by adding an extra dimension to the viewing of visual content. However, with expansion of this technology to the commercial market concerns have been expressed about the potential negative effects on the visual system, producing viewer discomfort. The visual stimulus provided by a 3D stereoscopic display differs from that of the real world, and so it is important to understand whether these differences may pose a health hazard. The aim of this thesis is to investigate the effect of 3D stereoscopic stimulation on visual discomfort. To that end, four experimental studies were conducted. In the first study two hypotheses were tested. The first hypothesis was that the viewing of 3D stereoscopic stimuli, which are located geometrically beyond the screen on which the images are displayed, would induce adaptation changes in the resting position of the eyes (exophoric heterophoria changes). The second hypothesis was that participants whose heterophoria changed as a consequence of adaptation during the viewing of the stereoscopic stimuli would experience less visual discomfort than those people whose heterophoria did not adapt. In the experiment an increase of visual discomfort change in the 3D condition in comparison with the 2D condition was found. Also, there were statistically significant changes in heterophoria under 3D conditions as compared with 2D conditions. However, there was appreciable variability in the magnitude of this adaptation among individuals, and no correlation between the amount of heterophoria change and visual discomfort change was observed. In the second experiment the two hypotheses tested were based on the vergence-accommodation mismatch theory, and the visual-vestibular mismatch theory. The vergence-accommodation mismatch theory predicts that a greater mismatch between the stimuli to accommodation and to vergence would produce greater symptoms in visual discomfort when viewing in 3D conditions than when viewing in 2D conditions. An increase of visual discomfort change in the 3D condition in comparison with the 2D condition was indeed found; however the magnitude of visual discomfort reported did not correlate with the mismatch present during the watching of 3D stereoscopic stimuli. The visual-vestibular mismatch theory predicts that viewing a stimulus stereoscopically will produce a greater sense of vection than viewing it in 2D. This will increase the conflict between the signals from the visual and vestibular systems, producing greater VIMS (Visually- Induced Motion Sickness) symptoms. Participants did indeed report an increase in motion sickness symptoms in the 3D condition. Furthermore, participants with closer seating positions reported more VIMS than participants sitting farther away whilst viewing 3D stimuli. This suggests that the amount of visual field stimulated during 3D presentation affects VIMS, and is an important factor in terms of viewing comfort. In the study more younger viewers (21 to 39 years old) than older viewers (40 years old and older) reported a greater change in visual discomfort during the 3D condition than the 2D condition. This suggests that the visual system s response to a stimulus, rather than the stimulus itself, is a reason for discomfort. No influence of gender on viewing comfort was found. In the next experiment participants fusion capability, as measured by their fusional reserves, was examined to determine whether this component has an impact on reported discomfort during the watching of movies in the 3D condition versus the 2D condition. It was hypothesised that participants with limited fusional range would experience more visual discomfort than participants with a wide fusion range. The hypothesis was confirmed but only in the case of convergent and not divergent eye movement. This observation illustrates that participants capability to convergence has a significant impact on visual comfort. The aim of the last experiment was to examine responses of the accommodation system to changes in 3D stimulus position and to determine whether discrepancies in these responses (i.e. accommodation overshoot, accommodation undershoot) could account for visual discomfort experienced during 3D stereoscopic viewing. It was found that accommodation discrepancy was larger for perceived forwards movement than for perceived backwards movement. The discrepancy was slightly higher in the group susceptible to visual discomfort than in the group not susceptible to visual discomfort, but this difference was not statistically significant. When considering the research findings as a whole it was apparent that not all participants experienced more discomfort whilst watching 3D stereoscopic stimuli than whilst watching 2D stimuli. More visual discomfort in the 3D condition than in the 2D condition was reported by 35% of the participants, whilst 24% of the participants reported more headaches and 17% of the participants reported more VIMS. The research indicates that multiple causative factors have an impact on reported symptoms. The analysis of the data suggests that discomfort experienced by people during 3D stereoscopic stimulation may reveal binocular vision problems. This observation suggests that 3D technology could be used as a screening method to diagnose un-treated binocular vision disorder. Additionally, this work shows that 3D stereoscopic technology can be easily adopted to binocular vision measurement. The conclusion of this thesis is that many people do not suffer adverse symptoms when viewing 3D stereoscopic displays, but that if adverse symptoms are present they can be caused either by the conflict in the stimulus, or by the heightened experience of self-motion which leads to Visually-Induced Motion Sickness (VIMS)

    Outcome contingency selectively affects the neural coding of outcomes but not of tasks

    Get PDF
    Value-based decision-making is ubiquitous in every-day life, and critically depends on the contingency between choices and their outcomes. Only if outcomes are contingent on our choices can we make meaningful value-based decisions. Here, we investigate the effect of outcome contingency on the neural coding of rewards and tasks. Participants performed a reversal-learning paradigm in which reward outcomes were contingent on trial-by-trial choices, and performed a ‘free choice’ paradigm in which rewards were random and not contingent on choices. We hypothesized that contingent outcomes enhance the neural coding of rewards and tasks, which was tested using multivariate pattern analysis of fMRI data. Reward outcomes were encoded in a large network including the striatum, dmPFC and parietal cortex, and these representations were indeed amplified for contingent rewards. Tasks were encoded in the dmPFC at the time of decision-making, and in parietal cortex in a subsequent maintenance phase. We found no evidence for contingency-dependent modulations of task signals, demonstrating highly similar coding across contingency conditions. Our findings suggest selective effects of contingency on reward coding only, and further highlight the role of dmPFC and parietal cortex in value-based decision-making, as these were the only regions strongly involved in both reward and task coding

    Change blindness: eradication of gestalt strategies

    Get PDF
    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Optimizations and applications in head-mounted video-based eye tracking

    Get PDF
    Video-based eye tracking techniques have become increasingly attractive in many research fields, such as visual perception and human-computer interface design. The technique primarily relies on the positional difference between the center of the eye\u27s pupil and the first-surface reflection at the cornea, the corneal reflection (CR). This difference vector is mapped to determine an observer\u27s point of regard (POR). In current head-mounted video-based eye trackers, the systems are limited in several aspects, such as inadequate measurement range and misdetection of eye features (pupil and CR). This research first proposes a new `structured illumination\u27 configuration, using multiple IREDs to illuminate the eye, to ensure that eye positions can still be tracked even during extreme eye movements (up to ±45° horizontally and ±25° vertically). Then eye features are detected by a two-stage processing approach. First, potential CRs and the pupil are isolated based on statistical information in an eye image. Second, genuine CRs are distinguished by a novel CR location prediction technique based on the well-correlated relationship between the offset of the pupil and that of the CR. The optical relationship of the pupil and CR offsets derived in this thesis can be applied to two typical illumination configurations - collimated and near-source ones- in the video-based eye tracking system. The relationships from the optical derivation and that from an experimental measurement match well. Two application studies, smooth pursuit dynamics in controlled static (laboratory) and unconstrained vibrating (car) environments were conducted. In the first study, the extended stimuli (color photographs subtending 2° and 17°, respectively) were found to enhance smooth pursuit movements induced by realistic images, and the eye velocity for tracking a small dot (subtending \u3c0.1°) was saturated at about 64 deg/sec while the saturation velocity occurred at higher velocities for the extended images. The difference in gain due to target size was significant between dot and the two extended stimuli, while no statistical difference existed between the two extended stimuli. In the second study, twovisual stimuli same as in the first study were used. The visual performance was impaired dramatically due to the whole body motion in the car, even in the tracking of a slowly moving target (2 deg/sec); the eye was found not able to perform a pursuit task as smooth as in the static environment though the unconstrained head motion in the unstable condition was supposed to enhance the visual performance

    The human eye-movement response to maintained surface galvanic vestibular stimulation

    Get PDF

    The human eye-movement response to maintained surface galvanic vestibular stimulation

    Get PDF
    Contains fulltext : 141356.pdf (publisher's version ) (Closed access

    A general method for the point of regard estimation in 3D space

    Full text link

    A Physiological and Psychometric Evaluation of Human Subconscious Visual Response and Its Application in Health Promoting Lighting.

    Full text link
    Subconscious vision is a recent focus of the vision science community, brought on by the discovery of a previously unknown photoreceptor in the retina dedicated to driving non-image-forming responses, intrinsically photosensitive retinal ganglion cells (ipRGCs). In addition to accepting inputs from rod and cone photoreceptors, ipRGCs contain their own photopigment, melanopsin, and are considered true photoreceptors. ipRGCs drive various non-image-forming photoresponses, including circadian photoentrainment, melatonin suppression, and pupil constriction. In order to understand more about ipRGC function in humans, we studied its sensitivity to light stimuli in the evening and day. First, we measured the sensitivity threshold of melatonin suppression at night. Using a protocol that enhances data precision, we have found the threshold for human melatonin suppression to be two orders of magnitude lower than previously reported. This finding has far-reaching implications since there is mounting evidence that nocturnal activation of the circadian system can be harmful. Paradoxically, ipRGCs are understimulated during the day. Optimizing daytime non-image-forming photostimulation has health benefits, such as increased alertness, faster reaction times, better sleep quality, and treatment of depression. In order to enhance ipRGC excitation, we aimed to circumvent adaptation (i.e. desensitization) of the photoresponse by using flickering instead of steady light. We find that properly timed flickering light enhances pupillary light reflex significantly when compared to steady light with 9-fold more energy density. Employing our findings, a new form of LED light is proposed to enhance subconscious visual responses at a typical indoor illuminance level. Using the silent substitution technique, a melanopsin-selective flicker is introduced into the light. A linear optimization algorithm is used to maximize the contrast of the subconscious, melanopsin-based response function while keeping conscious, cone-driven responses to the pulsing light fixed. Additional boundary conditions utilizing test color samples as an environmental mimic are introduced to limit the amount of perceived color change in a simulated environment. Two examples of lights are given to illustrate potential applications for general illumination and therapeutic purposes. For the lighting and electronics industry, we hope our study of subconscious-stimulative thresholds at night will better inform their design guidelines for health conscious products.PhDMacromolecular Science and EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/133226/1/garenv_1.pd

    Haptic control of eye movements.

    Get PDF
    Eye-hand coordination is crucial to many important tasks. A NLDS framework assumes that eyes and hands are interacting facets of one complex oculo-motor system in which physiological and task constraints interact to shape overall system behavior. Participants (N=13) in this study played a first-person video game with either a traditional GameCube controller or a motion-sensing Wiimote controller. Eye movement and hand movement time series data were analyzed with nonlinear statistical methods in the search for evidence of multifractal structure. Multiple Ho?êlder exponents were obtained for both conditions, indicating that eye and hand movements were multifractal. Hand movement data in both conditions contained brown noise indicative of short-term correlations in the time series. Eye movements in both conditions contained pink noise indicative of long-term correlations although the signal in the Wiimote condition was pinker, suggesting perhaps more orderly eye movements. Mean eye movement Ho?êlder exponents in the Wiimote condition were pinker than in the GameCube condition. Eye movements change depending on the constraints of the hand
    • …
    corecore