Literature DB >> 28193871

Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays.

Nitish Padmanaban1, Robert Konrad1, Tal Stramer1, Emily A Cooper2, Gordon Wetzstein3.   

Abstract

From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.

Keywords:  3D vision; augmented reality; computational optics; virtual reality; vision correction

Mesh:

Year:  2017        PMID: 28193871      PMCID: PMC5338519          DOI: 10.1073/pnas.1617251114

Source DB:  PubMed          Journal:  Proc Natl Acad Sci U S A        ISSN: 0027-8424            Impact factor:   11.205


  19 in total

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  11 in total

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3.  Actuating compact wearable augmented reality devices by multifunctional artificial muscle.

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4.  Toward the next-generation VR/AR optics: a review of holographic near-eye displays from a human-centric perspective.

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Journal:  Optica       Date:  2020-11-20       Impact factor: 11.104

5.  Creating Bioethics Distance Learning Through Virtual Reality.

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6.  All-passive transformable optical mapping near-eye display.

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Journal:  Sci Rep       Date:  2019-04-15       Impact factor: 4.379

7.  Autofocals: Evaluating gaze-contingent eyeglasses for presbyopes.

Authors:  Nitish Padmanaban; Robert Konrad; Gordon Wetzstein
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8.  Virtual Reality Is Sexist: But It Does Not Have to Be.

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Journal:  Front Robot AI       Date:  2020-01-31

9.  Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim).

Authors:  Pete R Jones; Tamás Somoskeöy; Hugo Chow-Wing-Bom; David P Crabb
Journal:  NPJ Digit Med       Date:  2020-03-10

10.  Portable device for presbyopia correction with optoelectronic lenses driven by pupil response.

Authors:  Juan Mompeán; Juan L Aragón; Pablo Artal
Journal:  Sci Rep       Date:  2020-11-20       Impact factor: 4.379

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