Perceptual Focus Issues in Augmented Reality
Mohammed Safayet Arefin, Nate Phillips, Alexander Plopski, Joseph L. Gabbard, and J. Edward Swan II. The Effect of Context Switching, Focal Switching Distance, Binocular and Monocular Viewing, and Transient Focal Blur on Human Performance in Optical See-Through Augmented Reality. IEEE Transactions on Visualization and Computer Graphics, Special Issue on IEEE Virtual Reality and 3D User Interfaces (VR 2022), 28(5):2014–2025, Mar 2022. DOI: 10.1109/TVCG.2022.3150503. Download: [Pre-Print] [Appendix]
Example of perceptual focus issues in the AR system. When the user focus is on the background, the AR symbology becomes blurry, and when the user focus is on the AR symbology, the background becomes blurry. The reason is that both AR symbology and the real-world background are at different focal distances. Frames are taken from a YouTube video showing the Google Glass AR display in daily use.
Out-of-focus Issue in Augmented Reality
Visual Perception in XR
The extended reality space can be divided into three environmental realities– real world, augmented reality (AR), and virtual reality (VR). In all three realities, information can be presented at different distances from the user. It is expected that users would perceive the information at the same depth in all three realities. Still, perceptual researchers have found that users overestimate or underestimate virtual object distance in AR and VR compared to real-world objects. From the depth perception perspective, there is a lack of literature on human visual system behavior between the real world and AR-VR. This body of research is essential for many applications, such as military, medical, and maintenance. In addition, commercial AR and VR devices incorporated with eye trackers (e.g., Microsoft HoloLens 2, HTC Vive Pro Eye) have only recently been developed and enabled us to investigate a novel set of research questions. In this research, we are exploring an interesting research question - considered an exciting research question: How does our visual system respond to depth changes in extended reality?
The eye vergence angle (EVA) and inter-pupillary distance (IPD) are defined according to binocular human vision when the eyes verge on a near or far target. Calculating EVA and IPD from eye tracker data using the vectors of 3D gaze direction and 3D gaze origin.