Augmented reality (AR) devices seek to create compelling visual experiences that merge virtual imagery with the natural world. These devices often rely on wearable near-eye display systems that can optically overlay digital images to the left and right eyes of the user separately. Ideally, the two eyes should be shown images with minimal radiometric differences (e.g., the same overall luminance, contrast, and color in both eyes), but achieving this binocular equality can be challenging in wearable systems with stringent demands on weight and size. Basic vision research has shown that a spectrum of potentially detrimental perceptual effects can be elicited by imagery with radiometric differences between the eyes, but it is not clear whether and how these findings apply to the experience of modern AR devices. In this work, we first develop a testing paradigm for assessing multiple aspects of visual appearance at once, and characterize five key perceptual factors when participants viewed stimuli with interocular contrast differences. In a second experiment, we simulate optical see-through AR imagery using conventional desktop LCD monitors and use the same paradigm to evaluate the multi-faceted perceptual implications when the AR display luminance differs between the two eyes. We also include simulations of monocular AR systems (i.e., systems in which only one eye sees the displayed image). Our results suggest that interocular contrast differences can drive several potentially detrimental perceptual effects in binocular AR systems, such as binocular luster, rivalry, and spurious depth differences. In addition, monocular AR displays tend to have more artifacts than binocular displays with a large contrast difference in the two eyes. A better understanding of the range and likelihood of these perceptual phenomena can help inform design choices that support high-quality user experiences in AR.
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Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays
Near-eye display systems for augmented reality (AR) aim to seamlessly merge virtual content with the user’s view of the real-world. A substantial limitation of current systems is that they only present virtual content over a limited portion of the user’s natural field of view (FOV). This limitation reduces the immersion and utility of these systems. Thus, it is essential to quantify FOV coverage in AR systems and understand how to maximize it. It is straightforward to determine the FOV coverage for monocular AR systems based on the system architecture. However, stereoscopic AR systems that present 3D virtual content create a more complicated scenario because the two eyes’ views do not always completely overlap. The introduction of partial binocular overlap in stereoscopic systems can potentially expand the perceived horizontal FOV coverage, but it can also introduce perceptual nonuniformity artifacts. In this arrticle, we first review the principles of binocular FOV overlap for natural vision and for stereoscopic display systems. We report the results of a set of perceptual studies that examine how different amounts and types of horizontal binocular overlap in stereoscopic AR systems influence the perception of nonuniformity across the FOV. We then describe how to quantify the horizontal FOV in stereoscopic AR when taking 3D content into account. We show that all stereoscopic AR systems result in a variable horizontal FOV coverage and variable amounts of binocular overlap depending on fixation distance. Taken together, these results provide a framework for optimizing perceived FOV coverage and minimizing perceptual artifacts in stereoscopic AR systems for different use cases.
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- Award ID(s):
- 2041726
- PAR ID:
- 10395754
- Date Published:
- Journal Name:
- ACM Transactions on Applied Perception
- Volume:
- 19
- Issue:
- 4
- ISSN:
- 1544-3558
- Page Range / eLocation ID:
- 1 to 23
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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