Three-dimensional (3D) displays have become important for many applications including vision research, operation of remote devices, medical imaging, surgical training, scientific visualization, virtual prototyping, and more. In many of these applications, it is important for the graphic image to create a faithful impression of the 3D structure of the portrayed object or scene. Unfortunately, 3D displays often yield distortions in perceived 3D structure compared with the percepts of the real scenes the displays depict. A likely cause of such distortions is the fact that computer displays present images on one surface. Thus, focus cues—accommodation and blur in the retinal image—specify the depth of the display rather than the depths in the depicted scene. Additionally, the uncoupling of vergence and accommodation required by 3D displays frequently reduces one's ability to fuse the binocular stimulus and causes discomfort and fatigue for the viewer. We have developed a novel 3D display that presents focus cues that are correct or nearly correct for the depicted scene. We used this display to evaluate the influence of focus cues on perceptual distortions, fusion failures, and fatigue. We show that when focus cues are correct or nearly correct, (1) the time required to identify a stereoscopic stimulus is reduced, (2) stereoacuity in a time-limited task is increased, (3) distortions in perceived depth are reduced, and (4) viewer fatigue and discomfort are reduced. We discuss the implications of this work for vision research and the design and use of displays.
Recent increased usage of stereo displays has been accompanied by public concern about potential adverse effects associated with prolonged viewing of stereo imagery. There are numerous potential sources of adverse effects, but we focused on how vergence–accommodation conflicts in stereo displays affect visual discomfort and fatigue. In one experiment, we examined the effect of viewing distance on discomfort and fatigue. We found that conflicts of a given dioptric value were slightly less comfortable at far than at near distance. In a second experiment, we examined the effect of the sign of the vergence–accommodation conflict on discomfort and fatigue. We found that negative conflicts (stereo content behind the screen) are less comfortable at far distances and that positive conflicts (content in front of screen) are less comfortable at near distances. In a third experiment, we measured phoria and the zone of clear single binocular vision, which are clinical measurements commonly associated with correcting refractive error. Those measurements predicted susceptibility to discomfort in the first two experiments. We discuss the relevance of these findings for a wide variety of situations including the viewing of mobile devices, desktop displays, television, and cinema.
Rapid reaching to a target is generally accurate but also contains random and systematic error. Random errors result from noise in visual measurement, motor planning, and reach execution. Systematic error results from systematic changes in the mapping between the visual estimate of target location and the motor command necessary to reach the target (e.g., new spectacles, muscular fatigue). Humans maintain accurate reaching by recalibrating the visuomotor system, but no widely accepted computational model of the process exists. Given certain boundary conditions, a statistically optimal solution is a Kalman filter. We compared human to Kalman filter behavior to determine how humans take into account the statistical properties of errors and the reliability with which those errors can be measured. For most conditions, human and Kalman filter behavior was similar: Increasing measurement uncertainty caused similar decreases in recalibration rate; directionally asymmetric uncertainty caused different rates in different directions; more variation in systematic error increased recalibration rate. However, behavior differed in one respect: Inserting random error by perturbing feedback position causes slower adaptation in Kalman filters but had no effect in humans. This difference may be due to how biological systems remain responsive to changes in environmental statistics. We discuss the implications of this work.
Depth information from focus cues—accommodation and the gradient of retinal blur—is typically incorrect in three-dimensional (3-D) displays because the light comes from a planar display surface. If the visual system incorporates information from focus cues into its calculation of 3-D scene parameters, this could cause distortions in perceived depth even when the 2-D retinal images are geometrically correct. In Experiment 1 we measured the direct contribution of focus cues to perceived slant by varying independently the physical slant of the display surface and the slant of a simulated surface specified by binocular disparity (binocular viewing) or perspective/texture (monocular viewing). In the binocular condition, slant estimates were unaffected by display slant. In the monocular condition, display slant had a systematic effect on slant estimates. Estimates were consistent with a weighted average of slant from focus cues and slant from disparity/texture, where the cue weights are determined by the reliability of each cue. In Experiment 2, we examined whether focus cues also have an indirect effect on perceived slant via the distance estimate used in disparity scaling. We varied independently the simulated distance and the focal distance to a disparity-defined 3-D stimulus. Perceived slant was systematically affected by changes in focal distance. Accordingly, depth constancy (with respect to simulated distance) was significantly reduced when focal distance was held constant compared to when it varied appropriately with the simulated distance to the stimulus. The results of both experiments show that focus cues can contribute to estimates of 3-D scene parameters. Inappropriate focus cues in typical 3-D displays may therefore contribute to distortions in perceived space.
The nervous system often combines visual and haptic information about object properties such that the combined estimate is more precise than with vision or haptics alone. We examined how the system determines when to combine the signals. Presumably, signals should not be combined when they come from different objects. The likelihood that signals come from different objects is highly correlated with the spatial separation between the signals, so we asked how the spatial separation between visual and haptic signals affects their combination. To do this, we first created conditions for each observer in which the effect of combination—the increase in discrimination precision with two modalities relative to performance with one modality—should be maximal. Then under these conditions, we presented visual and haptic stimuli separated by different spatial distances and compared human performance with predictions of a model that combined signals optimally. We found that discrimination precision was essentially optimal when the signals came from the same location, and that discrimination precision was poorer when the signals came from different locations. Thus, the mechanism of visual–haptic combination is specialized for signals that coincide in space.