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

机译:通过视线和自适应焦点显示为所有用户优化虚拟现实

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摘要

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.
机译:从台式机到笔记本电脑再到移动设备,个人计算平台会随着时间而发展。展望未来,人们普遍认为可穿戴计算将成为消费类电子产品及其他领域不可或缺的一部分。可穿戴计算机和用户之间的主要接口通常是近眼显示器。但是,当前一代的近眼显示器受到多种限制:它们无法为所有用户提供完全自然的视觉提示和舒适的观看体验。从本质上讲,近眼显示器的许多问题是由常规光学器件的局限性引起的。当前的显示器不能再现自然视觉伴随的焦点变化,并且它们不能支持具有未校正的屈光不正的用户。通过两个原型近眼显示器,我们展示了如何使用通过计算光学系统适应用户的显示模式来克服这些问题。通过使用可调焦透镜,机械驱动的显示器和移动注视跟踪技术,可以根据用户在虚拟场景中的位置动态更新系统,从而定制这些显示器以纠正常见的屈光不正并提供自然的聚焦提示。确实,计算光学技术的最新进展提供了机会,从而创造了创建一个计算平台的可能性,在该计算平台中,某些用户在虚拟世界中可能会比在真实世界中体验到更好的质量视觉。

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