Full accessibility to eXtended Reality Head-Mounted Displays (XR HMDs) includes a requirement for well-functioning eyes and visual system. Eye and vision problems—that affect visual skills and abilities to various degrees—are common and may prevent an individual from comfortably wearing and using XR HMDs. Yet, vision problems have gained little attention in the XR community, making it difficult to assess the degree of accessibility and how to increase inclusivity. This perspective article aims to highlight the need for understanding, assessing, and correcting common eye and vision problems to increase inclusivity—to help broaden a responsible uptake of XR HMDs. There is a need to apply an interdisciplinary, human-centered approach in research. Guidelines are given for conducting reproducible research to contribute to the development of more inclusive XR technologies, through consideration of the individual variations in human visual skills and abilities.
New visualization approaches are being actively developed aiming to mitigate the effect of vergence-accommodation conflict in stereoscopic augmented reality; however, high interindividual variability in spatial performance makes it difficult to predict user gain. To address this issue, we investigated the effects of consistent and inconsistent binocular and focus cues on perceptual matching in the stereoscopic environment of augmented reality using a head-mounted display that was driven in multifocal and single focal plane modes. Participants matched the distance of a real object with images projected at three viewing distances, concordant with the display focal planes when driven in the multifocal mode. As a result, consistency of depth cues facilitated faster perceptual judgments on spatial relations. Moreover, the individuals with mild binocular and accommodative disorders benefited from the visualization of information on the focal planes corresponding to image planes more than individuals with normal vision, which was reflected in performance accuracy. Because symptoms and complaints may be absent when the functionality of the sensorimotor system is reduced, the results indicate the need for a detailed assessment of visual functions in research on spatial performance. This study highlights that the development of a visualization system that reduces visual stress and improves user performance should be a priority for the successful implementation of augmented reality displays.
Virtual reality (VR) can challenge the visual system, leading to temporary oculomotor changes, though the degree of change varies among individuals. While the vergence and accommodation system plays a crucial role in VR perception, it remains unclear whether individuals whose visual functions fall outside clinical norms experience larger changes. Thus, our study aimed to investigate whether changes in vergence and accommodation responses following VR gameplay differ between individuals with and without non-strabismic binocular and accommodative disorders. To assess this, both subjective and objective measurements were conducted before and after 20 min of playing Beat Saber. Results revealed significant alterations across both subjective measurements—near point of convergence and near point of accommodation—and objective measurements, including eye refraction, accommodation lag, and accommodative microfluctuations at far. Moreover, individuals with non-strabismic binocular and accommodative disorders exhibited larger accommodative microfluctuations at far compared to the control group. Overall, these findings indicate that considering individual differences in vergence and accommodation responses is important when evaluating the impact of VR on the visual system and can be helpful in the design and use of VR systems, particularly for individuals with binocular and accommodative disorders.
Volumetric display shows promising implications for healthcare related applications as an innovative technology that creates real three-dimensional (3D) image by illuminating points in three-dimensional space to generate volumetric images without image separation. We used eccentric photorefractometry to objectively study ocular performance in a practical environment by evaluating near work-induced refraction shift, accommodative microfluctuations, and pupil size for 38 young adults after viewing anaglyph, and volumetric 3D content for prolonged time. The results of our study demonstrate that participants who performed relative depth estimation task on volumetric 3D content were less likely to experience task-induced myopic refraction shift. For both 3D content types, we observed pupil constriction, that is possibly related to visual fatigue. For anaglyph 3D pupil constriction, onset was observed significantly sooner, compared to volumetric 3D. Overall, sustained work with 3D content, and small disparities or the fully eliminated possibility of accommodation-vergence conflict, not only minimizes near work-induced myopic shift, but also provide beneficial accommodation relaxation that was demonstrated in this study as hypermetropic shift for nearly half of participants.
Eccentric photorefractometry is widely used to measure eye refraction, accommodation, gaze position, and pupil size. While the individual calibration of refraction and accommodation data has been extensively studied, gaze measurements have received less attention. PowerRef 3 does not incorporate individual calibration for gaze measurements, resulting in a divergent offset between the measured and expected gaze positions. To address this, we proposed two methods to calculate the physiological vergence angle based on the visual vergence data obtained from PowerRef 3. Twenty-three participants aged 25 ± 4 years viewed Maltese cross stimuli at distances of 25, 30, 50, 70, and 600 cm. The expected vergence angles were calculated considering the individual interpupillary distance at far. Our results demonstrate that the PowerRef 3 gaze data deviated from the expected vergence angles by 9.64 ± 2.73° at 25 cm and 9.25 ± 3.52° at 6 m. The kappa angle calibration method reduced the discrepancy to 3.93 ± 1.19° at 25 cm and 3.70 ± 0.36° at 600 cm, whereas the linear regression method further improved the accuracy to 3.30 ± 0.86° at 25 cm and 0.26 ± 0.01° at 600 cm. Both methods improved the gaze results, with the linear regression calibration method showing greater overall accuracy.