Impact of interpupillary distance mismatch on visual aftereffects of virtual reality gameplay

被引:1
|
作者
Livitcuka, Reicela [1 ]
Alksnis, Reinis [1 ]
Pladere, Tatjana [1 ]
机构
[1] Univ Latvia, Dept Optometry & Vis Sci, Fac Phys Math & Optometry, Riga, Latvia
关键词
accommodation; vergence; virtual reality; interpupillary distance;
D O I
10.1117/12.2666238
中图分类号
O43 [光学];
学科分类号
070207 ; 0803 ;
摘要
In stereoscopic extended reality headsets, the distance between optical systems composed of a pair of displays and lenses can be fixed or adjustable. A mismatch between interpupillary distance (IPD) and the distance between optical systems may cause user discomfort and distortions in spatial perception. Nevertheless, little is known about its potential effect on vergence and accommodation. In the study, we explored how visual parameters changed after using the virtual reality headset with a fixed distance between optical systems using routine eye examination tests. Sixty-two subjects (18-33 years of age) were divided into two groups based on the IPD mismatch: 0-5 mm (n = 29) and 6-10 mm (n = 33). Their visual parameters including near point of convergence, amplitude of accommodation, binocular accommodative facility, near horizontal phoria, and fusional reserves were assessed before and after playing 30 minutes of the virtual reality mini-golf game. The data showed considerable changes in the amplitude of accommodation and near point of convergence after the use of virtual reality. Moreover, the prevalence of adverse changes in accommodation and vergence was higher when IPD was mismatched by 6-10 mm compared with the smaller off-alignment. Overall, the findings suggest that the distance between the optical systems in the headsets should be adjustable and matched with the distance between the user's eyes to lower the demands on the visual system. Moreover, the contribution of IPD mismatch needs to be considered in the user studies investigating the impact of stereoscopic extended reality on the visual system.
引用
收藏
页数:4
相关论文
共 50 条
  • [41] Visual Guidance in Interactive Virtual Reality
    Wu, Xin-Han
    Chu, Kuang-Kai
    Hung, Yi-Ping
    Huang, Yennun
    [J]. 2023 INTERNATIONAL CONFERENCE ON INTELLIGENT METAVERSE TECHNOLOGIES & APPLICATIONS, IMETA, 2023, : 223 - 230
  • [42] Experiencing virtual reality and visual memory
    Majewska, Kamila
    [J]. E-MENTOR, 2023, (03): : 61 - 69
  • [43] Virtual reality visual field test
    WhitesideMichel, J
    Kasha, JR
    Neufeld, MV
    Petursson, GJ
    [J]. INVESTIGATIVE OPHTHALMOLOGY & VISUAL SCIENCE, 1997, 38 (04) : 2651 - 2651
  • [44] The Visual Information Available in Virtual Reality
    Baggs, Edward
    Grabarczyk, Pawel
    Rucinska, Zuzanna
    [J]. ECOLOGICAL PSYCHOLOGY, 2024, 36 (01) : 24 - 38
  • [45] Mixed Reality Tabletop Gameplay: Social Interaction With a Virtual Human Capable of Physical Influence
    Lee, Myungho
    Norouzi, Nahal
    Bruder, Gerd
    Wisniewski, Pamela J.
    Welch, Gregory F.
    [J]. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2021, 27 (08) : 3534 - 3545
  • [46] Biophysical visual virtual reality in retinotopic visual areas
    Bokkon, I
    Tuszynski, J. A.
    Salari, V
    [J]. EUROPEAN BIOPHYSICS JOURNAL WITH BIOPHYSICS LETTERS, 2011, 40 : 67 - 67
  • [47] On Exploring the Mitigation of Distance Misperception in Virtual Reality
    Peer, Alex
    [J]. 2017 IEEE VIRTUAL REALITY (VR), 2017, : 415 - 416
  • [48] Application of Virtual Reality Technology in Distance Learning
    Chang, Xue-qin
    Zhang, Dao-hua
    Jin, Xin-xin
    [J]. INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2016, 11 (11): : 76 - 79
  • [49] Using simulation and virtual reality for distance education
    de Lara, J
    Alfonseca, M
    [J]. COMPUTERS AND EDUCATION: TOWARDS AN INTERCONNECTED SOCIETY, 2001, : 199 - 206
  • [50] Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games
    Wang, Jialin
    Shi, Rongkai
    Xiao, Zehui
    Qin, Xueying
    Liang, Hai-Ning
    [J]. PROCEEDINGS OF THE ACM ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES, 2022, 5 (01)