Abstract
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