December 2022
Volume 22, Issue 14
Open Access
Vision Sciences Society Annual Meeting Abstract  |   December 2022
Discomfort associated with the (un)natural statistics of VR gaming headsets
Author Affiliations & Notes
  • Avi M. Aizenman
    Herbert Wertheim School of Optometry & Vision Science at the University of California, Berkeley
  • George A. Koulieris
    Department of Computer Science at Durham University
  • Agostino Gibaldi
    Herbert Wertheim School of Optometry & Vision Science at the University of California, Berkeley
  • Vibhor Sehgal
    Herbert Wertheim School of Optometry & Vision Science at the University of California, Berkeley
  • Dennis M. Levi
    Herbert Wertheim School of Optometry & Vision Science at the University of California, Berkeley
  • Martin S. Banks
    Herbert Wertheim School of Optometry & Vision Science at the University of California, Berkeley
  • Footnotes
    Acknowledgements  The Center for Innovation in Vision and Optics (CIVO) at UC Berkeley for funding this project, and HTC for loaning us headsets for the experiment.
Journal of Vision December 2022, Vol.22, 3038. doi:https://doi.org/10.1167/jov.22.14.3038
  • Views
  • Share
  • Tools
    • Alerts
      ×
      This feature is available to authenticated users only.
      Sign In or Create an Account ×
    • Get Citation

      Avi M. Aizenman, George A. Koulieris, Agostino Gibaldi, Vibhor Sehgal, Dennis M. Levi, Martin S. Banks; Discomfort associated with the (un)natural statistics of VR gaming headsets. Journal of Vision 2022;22(14):3038. https://doi.org/10.1167/jov.22.14.3038.

      Download citation file:


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

      ×
  • Supplements
Abstract

Human binocular vision is adapted to statistical regularities in the natural environment such that depth perception and binocular eye movements are precise, fast, and comfortable. We measured for the first time the statistics of fixation, disparity, and vergence-accommodation conflict in virtual reality (VR) and compared them to statistics when viewing the natural world. Specifically, we collected eye-position and 3d-scene-geometry data during tasks performed in VR (first-person shooter games, environmental simulation, and beat/rhythm games) and the natural environment (making a sandwich, ordering coffee, taking indoor and outdoor walks, and editing text). We found that gaze is biased towards straight ahead and farther distances in VR relative to the natural environment (VR: 1.25m; natural environment: 0.67m). We also measured the statistics of the vergence-accommodation conflict (VAC) and found that ~80% of fixations in VR produce significant conflict. From this, we determined the optimal screen distance to minimize discomfort due to VAC. In the natural environment, the vertical horopter and natural-disparity statistics exhibit a top-back pitch, a pattern not present in the VR environment. Specifically, the VR produces significantly smaller near (crossed) disparities in the lower visual field than the natural environment, a difference as large as 900arcsec. Finally, we tested whether observers prefer VR content that is consistent as opposed to inconsistent with the statistics of the natural world. We found that content that violates the top-back pitch of the natural world generates more discomfort and reduced performance. We conclude that the mismatch between the statistics of the VR and natural environments leads to discomfort and reduced performance in VR headsets. Our findings inform improvements to VR headset design and content in order to be more consistent with the statistics of the natural environment.

×
×

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.

×