September 2017
Volume 17, Issue 10
Open Access
Vision Sciences Society Annual Meeting Abstract  |   August 2017
See-through Wearable Augmented Reality: challenges and opportunities for vision science
Author Affiliations
  • Stefano Baldassi
    Meta Company
Journal of Vision August 2017, Vol.17, 736. doi:10.1167/17.10.736
  • Views
  • Share
  • Tools
    • Alerts
      This feature is available to authenticated users only.
      Sign In or Create an Account ×
    • Get Citation

      Stefano Baldassi; See-through Wearable Augmented Reality: challenges and opportunities for vision science. Journal of Vision 2017;17(10):736. doi: 10.1167/17.10.736.

      Download citation file:

      © ARVO (1962-2015); The Authors (2016-present)

  • Supplements

We will present Meta's Augmented Reality technology and the challenges faced in product development that may generate strong mutual connections between vision science and technology, as well as new areas of research for vision science and research methods using AR.

The first line of challenges comes from the overlap between virtual content and the real world due to the non-opacity of the rendered pixels and the see-through optics. What are the optimal luminance, contrast and color profile to enable least interference? Will the solutions be qualitatively different in photonic and scotopic conditions? With SLAM, the virtual objects can be locked onto the real scene. Does the real world provide the same environmental context to the virtual object as a real object? Last, what are the implication of digital content in the periphery, given Meta's industry-leading 90° FOV?

The second line of challenges is in the domain of perception and action and multisensory integration. Meta supports manipulation of virtual objects. In the absence of haptic stimulation, when hands interact with the virtual object we currently rely on visual and proprioceptive cues to guide touch. How is the visuo-motor control of hands affected by manipulations without haptics? In order to enable people to interact with the virtual objects realistically and effectively, are cues like occlusion and haptic feedback necessary? Will time locked sound introduce valuable cues?

Meeting abstract presented at VSS 2017


This PDF is available to Subscribers Only

Sign in or purchase a subscription to access this content. ×

You must be signed into an individual account to use this feature.