Some new technologies can be tuned to our personal characteristics,
like the voice recognition on smartphones trained to recognize how we
speak. But that isn't possible with today's virtual reality headsets.
They can't account for differences in vision, which can make watching VR
less enjoyable or even cause headaches or nausea.
Now
researchers at Stanford's Computational Imaging Lab, working with a
Dartmouth College scientist, are developing VR headsets that can adapt
how they display images to account for factors like eyesight and age
that affect how we actually see.
"Every person needs a different optical mode to get the best possible
experience in VR," said Gordon Wetzstein, assistant professor of
electrical engineering and senior author of research published in Proceedings of the National Academy of Sciences.
Though the work is still in its prototype stage, the research shows
how VR headsets could one day offer the sort of personalization that
users have come to expect from other technologies.
"We hope our research findings will guide these developments in the industry," Wetzstein said.
Problems focusing
The problem that the researchers set out to solve is that the display
screens on VR headsets don't let our eyes focus naturally. In real
life, once our eyes focus on a point everything else blurs into the
background. VR makes focusing more difficult because the display is
fixed at a certain point relative to our eyes. This eyestrain can cause
discomfort or headaches.
"Over a 30- to 40-minute period, your eyes may start hurting, you
might have a headache," said Nitish Padmanaban, a PhD student in
electrical engineering at Stanford and member of the research team. "You
might not know exactly why something is wrong but you'll feel it. We
think that's going to be a negative thing for people as they start to
have longer and better VR content."
Importantly, the effects of visual conflicts in VR may affect younger
and older people differently. For example, people over the age of 45
commonly experience presbyopia – a difficulty focusing on objects close
up. Younger people don't generally have presbyopia but they may have
vision issues that require them to wear glasses. In either case, current
VR headsets don't take these vision difficulties into account.
"One insight in our paper is to consider age as a factor, rather than
focusing only on young users, and to show that the best solution for
older users is likely different than for younger users," said Emily
Cooper, a research assistant professor in Dartmouth's Department of
Psychological and Brain Sciences.
Adaptive focus
The researchers are testing hardware and software fixes designed to
change the focal plane of a VR display. They call this technology
adaptive focus display.
The group tested two different hardware options. One relies on
focus-tunable liquid lenses. Twisting a dial squeezes the liquid lenses
inside the headset to change the screen display even though the lens
itself remains in place. The other option involves mechanically moving
the display screen back or forth, like adjusting a pair of binoculars.
The system also incorporates eye-tracking technology to determine where
on the screen the user is looking.
In conjunction with the eye-tracking technology, software ascertains
where the person is trying to look and controls the hardware to deliver
the most comfortable visual display. The software can account for
whether a person is nearsighted or farsighted but cannot yet correct for
another vision issue called astigmatism. With these displays, VR users
would not need glasses or contacts to have a good visual experience.
"It's important because people who are nearsighted, farsighted or
presbyopic – these three groups alone – they account for more than 50
percent of the U.S. population," said Robert Konrad, one of the
researchers and a PhD candidate in electrical engineering
at Stanford. "The point is that we can essentially try to tune this in
to every individual person to give each person the best experience."
The researchers tested prototypes of these personalized VR displays
at last year's SIGGRAPH conference. Tal Stramer, a Stanford graduate
student in computer science, was involved in this phase. The team tested
their adaptive focus display
on 173 participants aged 21 to 64 and found that the technology
provided improved viewing experiences across a wide range of vision
characteristics.
SOURCE:
TehXplore and Provided by
Stanford University



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