Abstract
In conventional video presentation system, 24-60 fps has been widely used because high fps is considered indistinguishable by humans. However, it has often been pointed out that there is a lack of reality under the fps in VR where the user's viewpoint moves. This may be because of the effect of lowering the perceptual stimulus threshold by active motion of the viewpoint. In fact, we have confirmed that the subjective resolution differs by changing the frame rate when binary images are presented in front of the eyes under active motion viewing. Therefore, we observed the binary images fixed in front of the eyes during lateral head movement using 60 fps and 1440 fps presentation fps. We then identified this effect by measuring contrast acuity using equivalent acuity judgment. The method of the experiment is to present a binary image on a screen prepared in front of the eyes, and to draw the image by moving it at the same speed as the head movement. After the image was presented, the gray image was presented once. After the image was presented, the gray image was presented once. After the images were presented, the gray image was presented once, and then the subject was asked to respond by adjusting the contrast using equivalent acuity judgment. The subjects tended to respond with lower Michelson contrast when the images were presented at 1440 fps compared to 60 fps. This perceptual difference indicates that high fps presentation, which is previously considered unnecessary because people can’t distinguish from 60 fps presentation, could present visual information more clearly in visual presentation during active motion.