19 research outputs found

    Vergence tracking: a tool to assess oculomotor performance in stereoscopic displays

    Get PDF
    Oculomotor conflict induced between the accommodative and vergence components in stereoscopic displays represents an unnatural viewing condition. There is now some evidence that stereoscopic viewing may induce discomfort and changes in oculomotor parameters. The present study sought to measure oculomotor performance during stereoscopic viewing. Using a 3D stereo setup and an eye-tracker, vergence responses were measured during 20-min exposure to a virtual visual target oscillating in depth, which participants had to track. The results showed a significant decline in the amplitude of the in-depth oscillatory vergence response over time. We propose that eye-tracking provides a useful tool to objectively assess the timevarying alterations of the vergence system when using stereoscopic displays

    Which Ocular Dominance Should Be Considered for Monocular Augmented Reality Devices?

    Get PDF
    A monocular augmented reality device allows the user to see information that is superimposed on the environment. As it does not stimulate both eyes in the same way, it creates a phenomenon known as binocular rivalry. The question therefore arises as to whether monocular information should be displayed to a particular eye and if an ocular dominance test can determine it. This paper contributes to give a better understanding of ocular dominance by comparing nine tests. Our results suggest that ocular dominance can be divided into sighting and sensorial dominance. However, different sensorial dominance tests give different results, suggesting that it is composed of distinct components that are assessed by different tests. There is a need for a comprehensive test that can consider all of these components, in order to identify on which eye monocular information should be directed to when using monocular augmented reality devices

    (Disparity-Driven) Accommodation Response Contributes to Perceived Depth

    Get PDF
    When looking at objects at various distances in the physical space, the accommodation and vergence systems adjust their parameters to provide a single and clear vision of the world. Subtended muscle activity provides oculomotor cues that can contribute to the perception of depth and distance. While several studies have outlined the role of vergence in distance perception, little is known about the contribution of its concommitant accommodation component. It is possible to unravel the role of each of these physiological systems by placing observers in a situation where there is a conflict between accommodation and vergence distances. We thus sought to determine the contribution of each response system to perceived depth by simultaneously measuring vergence and accommodation while participants judged the depth of 3D stimuli. The distance conflict decreased depth constancy for stimulus displayed with negative disparity steps (divergence). Although vergence was unaffected by the stimulus distance, accommodation responses were significantly reduced when the stimulus was displayed with negative disparities. Our results show that biases in perceived depth follow undershoots in the disparity-driven accommodation response. These findings suggest that accommodation responses (i.e., from oculomotor information) can contribute to perceived depth

    L'impact des dispositifs de visualisation en relief sur les composantes oculomotrices d accommodation et de vergence

    No full text
    L émergence des dispositifs de visualisation en relief fait naître une problématique oculomotrice nouvelle. Le comportement oculomoteur, durant l exposition à ces dispositifs, diffère de celui ayant cours en vision naturelle. L accommodation (A), permettant d ajuster la netteté, devient en conflit avec la vergence, permettant d aligner le regard sur l objet virtuel. L implication de l Homme et la manière dont son système oculomoteur est capable de faire face à ce conflit sont sous-exploitées et peu connues. Cette thèse étudie l impact d un conflit A/V sur le système oculomoteur au travers de trois études. Une première étude méthodologique détermine l impact de différents types de mesures sur l évaluation des paramètres oculomoteurs. Plusieurs paramètres oculomoteurs ont été évalués suivant une méthode de laboratoire et une méthode clinique. Les résultats montrent que la répétabilité des tests et la concordance entre les divers types de mesures sont très variables d un paramètre oculomoteur à l autre. Deux études ont ensuite été menées afin d analyser les modifications engendrées par des conflits A/V. Le paradigme utilisé était du type pré-post exposition et portait sur plusieurs paramètres oculomoteurs critiques lors d un conflit A/V. L étude menée sur l hyper relief, créant un conflit partiel entre A et V, montre que le système oculomoteur est capable de s adapter de manière globale. L étude menée sur la visualisation stéréoscopique, créant une dissociation totale entre les composantes A et V, pointe l existence d une adaptation oculomotrice très dépendante de la stimulation et encourage la poursuite de la compréhension de ce processus. Les travaux réalisés clarifient les connaissances sur le système oculomoteur dans le cadre spécifique du conflit A/V et amorcent la compréhension de l impact des dispositifs de visualisations en relief sur le système oculomoteur.Development of the stereoscopic devices gives rise to new oculomotor problems. During exposure to these devices, oculomotor's behaviour differs from that during natural vision. Accommodation (A), allowing to obtain a clear image of the object looked at, becomes in conflict with vergence, allowing to align the eyes on the virtual object. The involvement of Human and how the oculomotor system is able to deal with this oculomotor conflict are under-exploited and little known. This thesis examines the impact of the A/V conflict on the oculomotor system through three studies. A first methodological study determines the impact of different types of measurements on the evaluation of oculomotor parameters. Several oculomotor parameters were assessed using various a laboratory and clinical method. The results show that the repeatability of the tests and the agreement between methods greatly vary. Two studies were then conducted to identify and understand the changes caused by A/V conflict generated by stereoscopy and hyper relief. The paradigm used was a pre-post exposure paradigm on several oculomotor parameters especially involved in stereoscopic viewing. The study on hyper relief, creating a partial conflict between the A and V components, shows that the oculomotor system is able to globally adapt. The study on the stereoscopic viewing, creating a total dissociation between the A and V components, shows the existence of an oculomotor adaptation highly dependent on the stimulation and encourages further understanding of this process. The work helps to clarify the knowledge of the oculomotor system in the specific context of A/V conflict and begins the understanding of the impact of stereoscopic displays on the oculomotor system.ST DENIS-BU PARIS8 (930662101) / SudocSudocFranceF

    Which Ocular Dominance Should Be Considered for Monocular Augmented Reality Devices?

    Get PDF
    A monocular augmented reality device allows the user to see information that is superimposed on the environment. As it does not stimulate both eyes in the same way, it creates a phenomenon known as binocular rivalry. The question therefore arises as to whether monocular information should be displayed to a particular eye and if an ocular dominance test can determine it. This paper contributes to give a better understanding of ocular dominance by comparing nine tests. Our results suggest that ocular dominance can be divided into sighting and sensorial dominance. However, different sensorial dominance tests give different results, suggesting that it is composed of distinct components that are assessed by different tests. There is a need for a comprehensive test that can consider all of these components, in order to identify on which eye monocular information should be directed to when using monocular augmented reality devices
    corecore