Visual fatigue evaluation plays an important role in applications such as virtual reality since the visual fatigue symptoms always affect the user experience seriously. Existing visual evaluation methods require hand-crafted features for classification, and conduct feature extraction and classification in a separated manner. In this paper, we conduct a designed experiment to collect electroencephalogram (EEG) signals of various visual fatigue levels, and present a multi-scale convolutional neural network (CNN) architecture named MorletInceptionNet to detect visual fatigue using EEG as input, which exploits the spatial-temporal structure of multichannel EEG signals. Our MorletInceptionNet adopts a joint space-time-frequency features extraction scheme in which Morlet wavelet-like kernels are used for time-frequency raw feature extraction and inception architecture are further used to extract multi-scale temporal features. Then, the multi-scale temporal features are concatenated and fed to the fully connected layer for visual fatigue evaluation using classification. In experiment evaluation, we compare our method with five state-of-the-art methods, and the results demonstrate that our model achieve overally the best performance better performance for two widely used evaluation metrics, i.e., classification accuracy and kappa value. Furthermore, we use input-perturbation network-prediction correlation maps to conduct in-depth analysis into the reason why the proposed method outperforms other methods. The results suggest that our model is sensitive to the perturbation of (14–30 Hz) and (30–40 Hz) bands. Furthermore, their spatial patterns are of high correlation with that of the corresponding power spectral densities which are used as evaluation features traditionally. This finding provides evidence of the hypothesis that the proposed model can learn the joint time-frequency-space features to distinguish fatigue levels automatically.
Virtual reality (VR) technology provides highly immersive depth perception experiences; nevertheless, stereoscopic visual fatigue (SVF) has become an important factor currently hindering the development of VR applications. However, there is scant research on the underlying neural mechanism of SVF, especially those induced by VR displays, which need further research. In this paper, a Go/NoGo paradigm based on disparity variations is proposed to induce SVF associated with depth perception, and the underlying neural mechanism of SVF in a VR environment was investigated. The effects of disparity variations as well as SVF on the temporal characteristics of visual evoked potentials (VEPs) were explored. Point-by-point permutation statistical with repeated measures ANOVA results revealed that the amplitudes and latencies of the posterior VEP component P2 were modulated by disparities, and posterior P2 amplitudes were modulated differently by SVF in different depth perception situations. Cortical source localization analysis was performed to explore the original cortex areas related to certain fatigue levels and disparities, and the results showed that posterior P2 generated from the precuneus could represent depth perception in binocular vision, and therefore could be performed to distinguish SVF induced by disparity variations. Our findings could help to extend an understanding of the neural mechanisms underlying depth perception and SVF as well as providing beneficial information for improving the visual experience in VR applications.
This paper presents an approach for the development of Advanced Driving Assistance System (ADAS) based on the human-vehicle interaction using Image-based Dynamic Window Approach (IDWA). The IDWA is associated to a method for dynamic obstacles avoidance in order to prevent human driving errors, in the context of intelligent robotic vehicles. The human-vehicle interaction is presented by the correction of the Human Driving Behavior (HDB) controller for driving defaults of human drivers, with respect to referential paths that intimate the average driving path in real circumstances. The performance of the proposed human-vehicle interaction methodology, based on autonomous embedded functionalities, is simulated and verified in different bypass scenarios.
22 March 2022 in IEEE Journal of Biomedical and Health Informatics
Stereoscopic visual fatigue (SVF) due to prolonged immersion in the virtual environment can lead to negative user experience, thus hindering the development of virtual reality (VR) industry. Previous studies have focused on investigating the evaluation indicators associated with SVF, while few studies have been conducted to reveal the underlying neural mechanism, especially in VR applications. In this paper, a modified Go/NoGo paradigm was adopted to induce SVF in VR environment with Go trials for maintaining participants’ attention and NoGo trials for investigating the neural effects under SVF. Random dot stereograms (RDSs) with 11 disparities were presented to evoke the depth-related visual evoked potentials (DVEPs) during 64-channel EEG recordings. EEG datasets collected from 15 participants in NoGo trials were selected to conduct individual processing and group analysis, in which the characteristics of the DVEPs components for various fatigue degrees were compared and independent components were clustered to explore the original cortex areas related to SVF. Point-by-point permutation statistics revealed that DVEPs sample points from 230 ms to 280 ms (component P2) in most brain areas changed significantly when SVF increased. Additionally, independent component analysis (ICA) identified that component P2 which originated from posterior cingulate cortex and precuneus, was associated statistically with SVF. We believe that SVF is rather a conscious status concerning the changes of self-awareness or self-location awareness than the performance reduction of retinal image processing. Moreover, we suggest that indicators representing higher conscious state may be a better indicator for SVF evaluation in VR environments.
5 June 2018 in Journal of the Society for Information Display
Prolonged viewing of 3D content may result in severe fatigue symptoms, giving negative user experience thus hindering the development of 3D industry. For 3D visual fatigue evaluation, previous studies focused on exploring the changes of frequency-domain features in EEG for various fatigue degrees. However, their time-domain features were scarcely investigated. In this study, a modified paradigm with a random disparities order is adopted to evoke the depth-related visual evoked potentials (DVEPs). Then the characteristics of the DVEPs components for various fatigue degrees are compared using one-way repeated-measurement ANOVA. Point-by-point permutation statistics revealed sample points from 100ms to 170ms - including P1 and N1 - in sensors Pz and P4 changed significantly with visual fatigue. More specifically, we find that the amplitudes of P1 and N1 change significantly when visual fatigue increases. Additionally, independent component analysis identify P1 and N1 which originate from posterior cingulate cortex are associated statistically with 3D visual fatigue. Our results indicate there is a significant correlation between 3D visual fatigue and P1 amplitude, as well as N1, of DVEPs on right parietal areas. We believe the characteristics (e.g., amplitude and latency) of identified components may be the indicators of 3D visual fatigue evaluation. Furthermore, we argue that 3D visual fatigue may be associated with the activities decrease of the attention and the processing capacity of disparity.