THESIS
2021
1 online resource (ix, 50 pages) : illustrations (some color)
Abstract
Visual discomfort has been a major barrier to the popularization of Virtual Reality (VR) systems.
There have been many studies on visual discomfort provoked by vection-inducing VR stimuli or
mismatches between accommodations and binocular convergence during VR simulation.
However, visual discomfort due to distorted images induced by optical aberration of lens inside
VR headsets has received little attention. During head rotations, eye fixations are stabilized by
vestibulo-ocular reflex (VOR) so that the projected image of an object remains stabilize on the
retina. In VR simulations, because of inevitable imperfections in correction for lens optical
aberration, visual distortions will occur during head motions when foveal view is stabilized by
VOR. Little is known on how these distortion...[
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Visual discomfort has been a major barrier to the popularization of Virtual Reality (VR) systems.
There have been many studies on visual discomfort provoked by vection-inducing VR stimuli or
mismatches between accommodations and binocular convergence during VR simulation.
However, visual discomfort due to distorted images induced by optical aberration of lens inside
VR headsets has received little attention. During head rotations, eye fixations are stabilized by
vestibulo-ocular reflex (VOR) so that the projected image of an object remains stabilize on the
retina. In VR simulations, because of inevitable imperfections in correction for lens optical
aberration, visual distortions will occur during head motions when foveal view is stabilized by
VOR. Little is known on how these distortions can affect human experience with different types
and levels of lens aberration. The present work investigated the subjective discomfort induced by
the dynamic distortion during active horizontal head rotation with a fixed gaze stabilized by
VOR. Three experiments have been conducted, in which participants were instructed to rate their
perceived visual discomfort in terms of disorientation and dizziness with different types and
levels of dynamic distortion in a controlled VR scene. Higher subjective visual discomfort
ratings were reported with increasing visual distortion even when the distortion was small.
Significant effects of lens types on visual discomfort have been found. In addition to empirical
investigation, an analytical model has been developed to predict the severity of such discomfort.
The model can be a useful tool for VR headset industry because it takes in lens design
parameters and predicts the associated visual discomfort. Results have been well received by the
industry and is being deployed.
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