Eye posture and screen alignment with simulated see-through head-mounted displays

Eye posture and screen alignment with simulated see-through head-mounted displays by Gibaldi A, Liu Y, Kaspiris-Rousellis C, Mahadevan SM, Read JCA. Vlaskamp BNS, Maus GW, GibaldiLiuKaspirisRousellisMahedevanReadVlaskampMaus2025.pdf (1.6 MiB) - When rendering the visual scene for near-eye head-mounted displays, accurate knowledge of the geometry of the displays, scene objects, and eyes is required for the correct generation of the binocular images. Despite possible design and calibration efforts, these quantities are subject to positional and measurement errors, resulting in some misalignment of the images projected to each eye. Previous research investigated the effects in virtual reality (VR) setups that triggered such symptoms as eye strain and nausea. This work aimed at investigating the effects of binocular vertical misalignment (BVM) in see-through augmented reality (AR). In such devices, two conflicting environments coexist. One environment corresponds to the real world, which lies in the background and forms geometrically aligned images on the retinas. The other environment corresponds to the augmented content, which stands out as foreground and might be subject to misalignment. We simulated a see-through AR environment using a standard three-dimensional (3D) stereoscopic display to have full control and high accuracy of the real and augmented contents. Participants were involved in a visual search task that forced them to alternatively interact with the real and the augmented contents while being exposed to different amounts of BVM. The measured eye posture indicated that the compensation for vertical misalignment is equally shared by the sensory (binocular fusion) and the motor (vertical vergence) components of binocular vision. The sensitivity of each participant varied, both in terms of perceived discomfort and misalignment tolerance, suggesting that a per-user calibration might be useful for a comfortable visual experience.

Understanding accommodative control in the clinic: Modeling latency and amplitude for uncorrected refractive error, presbyopia and cycloplegia

Understanding accommodative control in the clinic: Modeling latency and amplitude for uncorrected refractive error, presbyopia and cycloplegia by Read JCA, Maus G, Schor CM, ReadMausSchor2024.pdf (3.9 MiB) - Accommodation is the process of adjusting the eye's optical power so as to focus at different distances. Uncorrected refractive error and/or functional presbyopia mean that sharp focus may not be achievable for some distances, so observers experience sustained defocus. Here, we identify a problem with current models of accommodative control: They predict excessive internal responses to stimuli outside accommodative range, leading to unrealistic adaptation effects. Specifically, after prolonged exposure to stimuli outside range, current models predict long latencies in the accommodative response to stimuli within range, as well as unrealistic dynamics and amplitudes of accommodative vergence innervation driven by the accommodative neural controller. These behaviors are not observed empirically. To solve this issue, we propose that the input to blur-driven accommodation is not retinal defocus, but correctable defocus. Predictive models of accommodative control already estimate demand from sensed defocus, using a realistic “virtual plant” to estimate accommodation. Correctable defocus can be obtained by restricting this demand to values physically attainable by the eye. If we further postulate that correctable defocus is computed using an idealized virtual plant that retains a young accommodative range, we can explain why accommodative–convergence responses are observed for stimuli that are too near—but not too far—to focus on. We model cycloplegia as a change in gain, and postulate a form of neural myopia to explain the additional relaxation of accommodation often seen with cycloplegia. This model produces plausible predictions for the accommodative response and accommodative convergence signal in a wide range of clinically relevant situations

ASTEROID: A New Clinical Stereotest on an Autostereo 3D Tablet

ASTEROID: A New Clinical Stereotest on an Autostereo 3D Tablet by Vancleef K, Serrano-Pedraza I, Sharp C, Slack G, Black C, Casanova T, Hugill J, Rafiq S, Burridge J, Puyat V, Ewane Enongue J, Gale H, Akotei H, Collier Z, Haggerty H, Smart K, Powell C, Taylor K, Clarke MP, Morgan G, Read JCA, VancleefEA_ASTEROIDMethods.pdf (1.9 MiB) - Purpose: To describe a new stereotest in the form of a game on an autostereoscopic
tablet computer designed to be suitable for use in the eye clinic and present data on
its reliability and the distribution of stereo thresholds in adults.
Methods: Test stimuli were four dynamic random-dot stereograms, one of which
contained a disparate target. Feedback was given after each trial presentation. A
Bayesian adaptive staircase adjusted target disparity. Threshold was estimated from the
mean of the posterior distribution after 20 responses. Viewing distance was monitored
via a forehead sticker viewed by the tablet’s front camera, and screen parallax was
adjusted dynamically so as to achieve the desired retinal disparity.
Results: The tablet must be viewed at a distance of greater than ~35 cm to produce a
good depth percept. Log thresholds were roughly normally distributed with a mean
of 1.75 log10 arcsec ¼ 56 arcsec and SD of 0.34 log10 arcsec ¼ a factor of 2.2. The
standard deviation agrees with previous studies, but ASTEROID thresholds are
approximately 1.5 times higher than a similar stereotest on stereoscopic 3D TV or on
Randot Preschool stereotests. Pearson correlation between successive tests in same
observer was 0.80. Bland-Altman 95% limits of reliability were 60.64 log10 arcsec ¼ a
factor of 4.3, corresponding to an SD of 0.32 log10 arcsec on individual threshold
estimates. This is similar to other stereotests and close to the statistical limit for 20
responses.
Conclusions: ASTEROID is reliable, easy, and portable and thus well-suited for clinical
stereoacuity measurements.
Translational Relevance: New 3D digital technology means that research-quality
psychophysical measurement of stereoacuity is now feasible in the clinic.

True stereoscopic 3D cannot be simulated by shifting 2D content off the screen plane

True stereoscopic 3D cannot be simulated by shifting 2D content off the screen plane by Hands P, Read JCA, HandsRead2017.pdf (0.9 MiB) - money by including brief sections of 2D content displayed with a uniform disparity, i.e. the 2D image is
geometrically shifted behind the screen plane. This manipulation is believed to produce an illusion of
depth which, while not as powerful as true S3D, is nevertheless more compelling than simple 2D. Our
study examined whether this belief is correct. 30 s clips from a nature documentary were shown in
the original S3D, in ordinary 2D and in shifted versions of S3D and 2D. Participants were asked to determine
the impression of depth on a 7 point Likert scale. There was a clear and highly significant difference
between the S3D depth perception (mean 6.03) and the shifted 2D depth perception (mean 4.13)
(P = 0.002, ANOVA). There was no difference between ordinary 2D presented on the screen plane, and
the shifted 2D. We conclude that the shifted 2D method not only fails to mimic the depth effect of true
S3D, it in fact has no benefit over ordinary 2D in terms of the depth illusion created. This could impact
viewing habits of people who notice the difference in depth quality.

Avoiding monocular artifacts in clinical stereotests presented on column-interleaved digital stereoscopic displays

Avoiding monocular artifacts in clinical stereotests presented on column-interleaved digital stereoscopic displays by Serrano-Pedraza I, Vancleef K, Read JCA, SerranoPedrazaVancleefRead.pdf (1.5 MiB) - New forms of stereoscopic 3-D technology offer vision
scientists new opportunities for research, but also
come with distinct problems. Here we consider
autostereo displays where the two eyes’ images are
spatially interleaved in alternating columns of pixels
and no glasses or special optics are required. Columninterleaved
displays produce an excellent stereoscopic
effect, but subtle changes in the angle of view can
increase cross talk or even interchange the left and
right eyes’ images. This creates several challenges to
the presentation of cyclopean stereograms (containing
structure which is only detectable by binocular vision).
We discuss the potential artifacts, including one that is
unique to column-interleaved displays, whereby scene
elements such as dots in a random-dot stereogram
appear wider or narrower depending on the sign of
their disparity. We derive an algorithm for creating
stimuli which are free from this artifact.We show that
this and other artifacts can be avoided by (a) using a
task which is robust to disparity-sign inversion—for
example, a disparity-detection rather than
discrimination task—(b) using our proposed algorithm
to ensure that parallax is applied symmetrically on the
column-interleaved display, and (c) using a dynamic
stimulus to avoid monocular artifacts from motion
parallax. In order to test our recommendations, we
performed two experiments using a stereoacuity task
implemented with a parallax-barrier tablet. Our
results confirm that these recommendations eliminate
the artifacts. We believe that these recommendations
will be useful to vision scientists interested in running
stereo psychophysics experiments using parallaxbarrier
and other column-interleaved digital displays

Viewing 3D TV over two months produces no discernible effects on balance, coordination or eyesight.

Viewing 3D TV over two months produces no discernible effects on balance, coordination or eyesight. by Read JCA, Godfrey A, Bohr I, SImonotto J, Galna B, Smulders TV, ReadGodfreyBohrSimonottoGalnaSmulders2016.pdf (2.2 MiB) - With the rise in stereoscopic 3D media, there has been concern that viewing stereoscopic 3D (S3D) content could have long-term adverse effects, but little data are available. In the first study to address this, 28 households who did not currently own a 3D TV were given a new TV set, either S3D or 2D. The 116 members of these households all underwent tests of balance, coordination and eyesight, both before they received their new TV set, and after they had owned it for 2 months. We did not detect any changes which appeared to be associated with viewing 3D TV. We conclude that viewing 3D TV does not produce detectable effects on balance, coordination or eyesight over the timescale studied. Practitioner Summary: Concern has been expressed over possible long-term effects of stereoscopic 3D (S3D). We looked for any changes in vision, balance and coordination associated with normal home S3D TV viewing in the 2 months after first acquiring a 3D TV. We find no evidence of any changes over this timescale.