Though micro-LED (light-emitting diode) displays are considered the emerging display technology, the micron-scale LED chip size encounters severe efficiency degradation that may impact the power budget of the displays. This work proposes an ion implantation method to deliberately create a high-resistivity sidewall in the InGaN/GaN green LED. Our study demonstrates that ion implantation suppresses reverse leakage current due to the mitigation of sidewall defects. For an LED mesa size of 10 × 10 μm2, optical output power density is improved by 36.2% compared to the device without implantation. Compared to a larger 100 × 100 μm2 device without implantation, we achieve only 21.3% degradation of output power density under 10 A/cm2 injection for a 10 × 10 μm2 LED with implantation. In addition, the ion implantation method can lower the wavelength shift by reducing light emission from the region near the sidewall (where the amount of Indium [In] clustering differs from the mesa region). The results show promise in addressing the efficiency challenges of micro-LED displays by selective ion implantation.
虽然微型 LED(发光二极管)显示屏被认为是新兴的显示技术,但微米级 LED 芯片尺寸会导致效率严重下降,从而影响显示屏的功率预算。本研究提出了一种离子注入方法,在 InGaN/GaN 绿色 LED 中有意识地创建高电阻率侧壁。我们的研究表明,由于侧壁缺陷的减少,离子注入可抑制反向漏电流。对于 10 × 10 μm2 尺寸的 LED 中子板,光输出功率密度比未植入的器件提高了 36.2%。与未进行植入的 100 × 100 μm2 较大器件相比,在 10 A/cm2 注入条件下,进行了植入的 10 × 10 μm2 LED 的输出功率密度仅降低了 21.3%。此外,离子注入法还能通过减少侧壁附近区域(铟[In]簇的数量不同于铟[In]崮区域)的光发射来降低波长偏移。研究结果表明,选择性离子注入法有望解决微型 LED 显示屏的效率难题。
{"title":"Enhancing optical output power efficiency in nitride-based green micro light-emitting diodes by sidewall ion implantation","authors":"Yu-Hsiang Chang, Yuan-Chao Wang, Jian-Jang Huang","doi":"10.1002/jsid.2010","DOIUrl":"https://doi.org/10.1002/jsid.2010","url":null,"abstract":"<p>Though micro-LED (light-emitting diode) displays are considered the emerging display technology, the micron-scale LED chip size encounters severe efficiency degradation that may impact the power budget of the displays. This work proposes an ion implantation method to deliberately create a high-resistivity sidewall in the InGaN/GaN green LED. Our study demonstrates that ion implantation suppresses reverse leakage current due to the mitigation of sidewall defects. For an LED mesa size of 10 × 10 μm<sup>2</sup>, optical output power density is improved by 36.2% compared to the device without implantation. Compared to a larger 100 × 100 μm<sup>2</sup> device without implantation, we achieve only 21.3% degradation of output power density under 10 A/cm<sup>2</sup> injection for a 10 × 10 μm<sup>2</sup> LED with implantation. In addition, the ion implantation method can lower the wavelength shift by reducing light emission from the region near the sidewall (where the amount of Indium [In] clustering differs from the mesa region). The results show promise in addressing the efficiency challenges of micro-LED displays by selective ion implantation.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 11","pages":"775-781"},"PeriodicalIF":1.7,"publicationDate":"2024-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142596421","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Many low-power technologies have been developed for high-performance displays. One method is to vary the refresh rate according to the input image, where frequencies are reduced over still images and slow-moving videos. To support the variable refresh rate scheme, the programmable gate driver circuit should be integrated. This paper proposes a thin-film transistor (TFT) shift register of which output pulse is simply controlled by an enable signal. Because the output pulse generation is directly adjusted without the previous programming period, various output pulse sequences are possible with the high flexibility. The shift register is composed by adding six TFTs and one capacitor to a conventional circuit that provides a carry pulse to a next stage. The simulation program with integrated circuit emphasis (SPICE) simulation ensures that gate pulses for any numbers of lines in any regions can be generated within one frame only by applying the enable signal at the corresponding timing, resulting in multiple refresh frequencies in a screen. In addition, it is verified that additional TFTs and capacitor contribute to only the negligible increase in power consumption by 2.1%, compared to a conventional shift register.
{"title":"Region-selective shift register by a single output enable signal for a multiple refresh frequency driving scheme","authors":"Min Kyu Chang, Ji Hoon Kim, Hyoungsik Nam","doi":"10.1002/jsid.2008","DOIUrl":"https://doi.org/10.1002/jsid.2008","url":null,"abstract":"<p>Many low-power technologies have been developed for high-performance displays. One method is to vary the refresh rate according to the input image, where frequencies are reduced over still images and slow-moving videos. To support the variable refresh rate scheme, the programmable gate driver circuit should be integrated. This paper proposes a thin-film transistor (TFT) shift register of which output pulse is simply controlled by an enable signal. Because the output pulse generation is directly adjusted without the previous programming period, various output pulse sequences are possible with the high flexibility. The shift register is composed by adding six TFTs and one capacitor to a conventional circuit that provides a carry pulse to a next stage. The simulation program with integrated circuit emphasis (SPICE) simulation ensures that gate pulses for any numbers of lines in any regions can be generated within one frame only by applying the enable signal at the corresponding timing, resulting in multiple refresh frequencies in a screen. In addition, it is verified that additional TFTs and capacitor contribute to only the negligible increase in power consumption by 2.1%, compared to a conventional shift register.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 11","pages":"765-774"},"PeriodicalIF":1.7,"publicationDate":"2024-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/jsid.2008","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142596401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We propose a rendering method that enables the perception of 3D images at precise positions independent of the interocular distance of the observer by combining stacked stereo display and depth-fused 3D (DFD) display and confirm its effectiveness through evaluation experiments. The depth range that can be expressed in stereo displays causes discomfort in observers because of the discrepancy between vergence and accommodation. However, the depth perceived differs depending on the interocular distance of the observer, resulting in discontinuity of the 3D image. Therefore, we propose a rendering method for stacked stereo displays that is independent of the observer's interocular distance using DFD display.
{"title":"Stereo depth-fused 3D rendering for stacked stereo displays","authors":"Yuto Morishita, Munekazu Date, Haruki Mizushina, Shiro Suyama, Kenji Yamamoto","doi":"10.1002/jsid.2004","DOIUrl":"https://doi.org/10.1002/jsid.2004","url":null,"abstract":"<p>We propose a rendering method that enables the perception of 3D images at precise positions independent of the interocular distance of the observer by combining stacked stereo display and depth-fused 3D (DFD) display and confirm its effectiveness through evaluation experiments. The depth range that can be expressed in stereo displays causes discomfort in observers because of the discrepancy between vergence and accommodation. However, the depth perceived differs depending on the interocular distance of the observer, resulting in discontinuity of the 3D image. Therefore, we propose a rendering method for stacked stereo displays that is independent of the observer's interocular distance using DFD display.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 11","pages":"755-764"},"PeriodicalIF":1.7,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142596422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cybersickness is a major problem hindering the use of fully immersive virtual reality (VR) systems. A mismatch between the interpupillary distance (IPD) and the inter-optical system distance (IOSD) can cause discomfort when using VR devices. To solve this, the IOSD must be aligned according to the user's IPD. Herein, we investigated the effects of the optimum alignment of IPD and IOSD on eye fatigue when using VR systems. A method was used such that the IPD and IOSD for each participant were initially aligned under the condition that binocular fusion did not occur by displaying different left and right images. Fifteen university students aged 20–26 years were included. In the alignment and misalignment states, a symptom questionnaire was used to evaluate changes in the symptoms of participants after viewing a short movie using the VR device. We found that the obtained results in the eye strain category were statistically improved in the aligned state compared with those in the misaligned state. However, there were no significant differences in the general discomfort, nausea, focusing difficulty, or headache categories. Consequently, we confirmed that the alignment of the VR device using the proposed method can reduce eye fatigue when viewing VR content.
{"title":"Investigation of the effect of the alignment of the eye and the virtual image of virtual reality on fatigue in viewing VR device","authors":"Hyungki Hong, Hyungoo Kang","doi":"10.1002/jsid.2007","DOIUrl":"https://doi.org/10.1002/jsid.2007","url":null,"abstract":"<p>Cybersickness is a major problem hindering the use of fully immersive virtual reality (VR) systems. A mismatch between the interpupillary distance (IPD) and the inter-optical system distance (IOSD) can cause discomfort when using VR devices. To solve this, the IOSD must be aligned according to the user's IPD. Herein, we investigated the effects of the optimum alignment of IPD and IOSD on eye fatigue when using VR systems. A method was used such that the IPD and IOSD for each participant were initially aligned under the condition that binocular fusion did not occur by displaying different left and right images. Fifteen university students aged 20–26 years were included. In the alignment and misalignment states, a symptom questionnaire was used to evaluate changes in the symptoms of participants after viewing a short movie using the VR device. We found that the obtained results in the eye strain category were statistically improved in the aligned state compared with those in the misaligned state. However, there were no significant differences in the general discomfort, nausea, focusing difficulty, or headache categories. Consequently, we confirmed that the alignment of the VR device using the proposed method can reduce eye fatigue when viewing VR content.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 11","pages":"747-754"},"PeriodicalIF":1.7,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/jsid.2007","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142596392","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Domenic Au, Sanjida Sharmin Mohona, Laurie M. Wilcox, Robert S. Allison
Increases in display resolution, frame rate, and bit depth, particularly with advances in stereoscopic 3D (S3D) displays, have increased demand for efficient compression throughout the imaging pipeline. To meet such requirements, typically the aim is to reduce bandwidth while presenting content that is visually indistinguishable from the original uncompressed versions. Subjective image quality assessment is essential and multiple methods have been proposed. Of these, the ISO/IEC 29170-2 flicker paradigm is a rigorous method used to define visually lossless performance. However, it is possible that the enhanced sensitivity to artifacts in the presence of flicker does not predict visibility under natural viewing conditions. Here, we test this prediction using high-dynamic range S3D images and video under flicker and non-flicker protocols. As hypothesized, sensitivity to artifacts was greater when using the flicker paradigm, but no differences were observed between the non-flicker paradigms. Results were modeled using the Pyramid of Visibility, which predicted artifact detection driven by moderately low spatial frequencies. Overall, our results confirm the flicker paradigm is a conservative estimate of visually lossless behavior; it is highly unlikely to miss artifacts that would be visible under normal viewing. Conversely, artifacts identified by the flicker protocol may not be problematic in practice.
{"title":"Subjective assessment of visual fidelity: Comparison of forced-choice methods","authors":"Domenic Au, Sanjida Sharmin Mohona, Laurie M. Wilcox, Robert S. Allison","doi":"10.1002/jsid.2003","DOIUrl":"https://doi.org/10.1002/jsid.2003","url":null,"abstract":"<p>Increases in display resolution, frame rate, and bit depth, particularly with advances in stereoscopic 3D (S3D) displays, have increased demand for efficient compression throughout the imaging pipeline. To meet such requirements, typically the aim is to reduce bandwidth while presenting content that is <i>visually indistinguishable</i> from the original uncompressed versions. Subjective image quality assessment is essential and multiple methods have been proposed. Of these, the ISO/IEC 29170-2 flicker paradigm is a rigorous method used to define visually lossless performance. However, it is possible that the enhanced sensitivity to artifacts in the presence of flicker does not predict visibility under natural viewing conditions. Here, we test this prediction using high-dynamic range S3D images and video under flicker and non-flicker protocols. As hypothesized, sensitivity to artifacts was greater when using the flicker paradigm, but no differences were observed between the non-flicker paradigms. Results were modeled using the Pyramid of Visibility, which predicted artifact detection driven by moderately low spatial frequencies. Overall, our results confirm the flicker paradigm is a conservative estimate of visually lossless behavior; it is highly unlikely to miss artifacts that would be visible under normal viewing. Conversely, artifacts identified by the flicker protocol may not be problematic in practice.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 10","pages":"726-740"},"PeriodicalIF":1.7,"publicationDate":"2024-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/jsid.2003","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142430064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Li-Rong Zhang, Xiang-Lin Mei, Zhao-Hua Zhou, Lei Zhou, Chun Liu, Miao Xu, Lei Wang, Wei-Jing Wu, Jun-Biao Peng
A new gate driver with metal oxide thin-film transistors (MO-TFTs) has been presented for micro-light-emitting diode (Micro-LED) display. The proposed gate driver employing linearly decreasing sweep signal generated module could realize the line-by-line pulse width modulation (PWM) driving method, which is valuable for application in high-resolution Micro-LED display compared with the conventional driving method employing global sweep signal. A simple Micro-LED pixel circuit including an inverter module driven by the analog PWM method is employed to demonstrate the feasibility of the proposed gate driver. A 10 × 10 green Micro-LED display array has been fabricated with MO-TFTs backplane technology. It is shown that a 10-μs width pulse and linearly scanning sweep signal can be successfully output. Consequently, the pixel circuit array can be driven properly under analog line-by-line PWM driving method.
{"title":"A new gate driver employing linearly sweep signal generated module for high-resolution micro-LED display with line-by-line pulse width modulation driving method","authors":"Li-Rong Zhang, Xiang-Lin Mei, Zhao-Hua Zhou, Lei Zhou, Chun Liu, Miao Xu, Lei Wang, Wei-Jing Wu, Jun-Biao Peng","doi":"10.1002/jsid.2002","DOIUrl":"https://doi.org/10.1002/jsid.2002","url":null,"abstract":"<p>A new gate driver with metal oxide thin-film transistors (MO-TFTs) has been presented for micro-light-emitting diode (Micro-LED) display. The proposed gate driver employing linearly decreasing sweep signal generated module could realize the line-by-line pulse width modulation (PWM) driving method, which is valuable for application in high-resolution Micro-LED display compared with the conventional driving method employing global sweep signal. A simple Micro-LED pixel circuit including an inverter module driven by the analog PWM method is employed to demonstrate the feasibility of the proposed gate driver. A 10 × 10 green Micro-LED display array has been fabricated with MO-TFTs backplane technology. It is shown that a 10-μs width pulse and linearly scanning sweep signal can be successfully output. Consequently, the pixel circuit array can be driven properly under analog line-by-line PWM driving method.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 10","pages":"716-725"},"PeriodicalIF":1.7,"publicationDate":"2024-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142429263","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A head-up display (HUD) is conveniently used to provide information on the display without changing the user's gaze. 3D HUDs, capable of projecting three-dimensional information beyond the 2D HUDs, enable the projection of augmented reality (AR) objects into the real world. Research on the perception of 3D AR HUDs is crucial for their efficient utilization and secure commercialization. In this study, we examined whether a 3D HUD is more comfortable than a 2D HUD in the context of viewing real-world environments and augmented reality objects together. Additionally, we analyzed participants' perception of distance and fatigue for AR objects at varying distances from the 3D HUD. The study found that using a 3D HUD in an AR environment resulted in less fatigue than using a 2D HUD, as determined by a Mann–Whitney statistical analysis. Participants were able to match the depth of AR objects in a 3D HUD within a range of 3 to 50 m, with similar diopter and parallax angular distance errors, regardless of the distance of the AR object. Visual fatigue increases with increasing distance from the virtual-image plane and can be modeled as a quadratic function in the domain of diopter and parallax angles.
平视显示器(HUD)可在不改变用户视线的情况下方便地在显示器上提供信息。三维 HUD 能够投射二维 HUD 以外的三维信息,将增强现实(AR)对象投射到现实世界中。对三维 AR HUD 感知的研究对其有效利用和安全商业化至关重要。在本研究中,我们研究了在同时观看真实世界环境和增强现实对象时,三维 HUD 是否比二维 HUD 更舒适。此外,我们还分析了参与者对距离 3D HUD 不同距离的 AR 物体的距离感和疲劳感。研究发现,与使用 2D HUD 相比,在 AR 环境中使用 3D HUD 的疲劳感更低,这是由 Mann-Whitney 统计分析确定的。参与者能够在 3 至 50 米的范围内匹配 3D HUD 中 AR 物体的深度,屈光度和视差角距离误差相似,与 AR 物体的距离无关。视觉疲劳会随着与虚拟图像平面距离的增加而增加,并可模拟为屈光度和视差角域内的二次函数。
{"title":"Visual perception of distance in 3D-augmented reality head-up displays","authors":"Tae Hee Lee, Young Ju Jeong","doi":"10.1002/jsid.2000","DOIUrl":"https://doi.org/10.1002/jsid.2000","url":null,"abstract":"<p>A head-up display (HUD) is conveniently used to provide information on the display without changing the user's gaze. 3D HUDs, capable of projecting three-dimensional information beyond the 2D HUDs, enable the projection of augmented reality (AR) objects into the real world. Research on the perception of 3D AR HUDs is crucial for their efficient utilization and secure commercialization. In this study, we examined whether a 3D HUD is more comfortable than a 2D HUD in the context of viewing real-world environments and augmented reality objects together. Additionally, we analyzed participants' perception of distance and fatigue for AR objects at varying distances from the 3D HUD. The study found that using a 3D HUD in an AR environment resulted in less fatigue than using a 2D HUD, as determined by a Mann–Whitney statistical analysis. Participants were able to match the depth of AR objects in a 3D HUD within a range of 3 to 50 m, with similar diopter and parallax angular distance errors, regardless of the distance of the AR object. Visual fatigue increases with increasing distance from the virtual-image plane and can be modeled as a quadratic function in the domain of diopter and parallax angles.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 8","pages":"592-604"},"PeriodicalIF":1.7,"publicationDate":"2024-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141980321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Building on several decades of research and development, the recent progress in virtual reality (VR) and augmented reality (AR) devices with spatial computing technologies marks a significant leap in human–computer interaction, with applications ranging from entertainment and education to e-commerce and healthcare. Advances in these technologies promise immersive experiences by simulating and augmenting the real world with computer-generated digital content. The core objective of the VR and AR systems is to create convincing human sensory perceptions, thereby creating immersive and interactive experiences that bridge the gap between virtual and physical realities. However, achieving true immersion remains a goal, and it necessitates a comprehensive understanding of the neuroscience of human multisensory perception and accurate technical implementations to create a consistency between natural and synthetic sensory cues. This paper reviews the human sensory-perceptual requirements vital for achieving such immersion, examines the current status and challenges, and discusses potential future advancements.
{"title":"Virtual and augmented reality: Human sensory-perceptual requirements and trends for immersive spatial computing experiences","authors":"Achintya K. Bhowmik","doi":"10.1002/jsid.2001","DOIUrl":"https://doi.org/10.1002/jsid.2001","url":null,"abstract":"<p>Building on several decades of research and development, the recent progress in virtual reality (VR) and augmented reality (AR) devices with spatial computing technologies marks a significant leap in human–computer interaction, with applications ranging from entertainment and education to e-commerce and healthcare. Advances in these technologies promise immersive experiences by simulating and augmenting the real world with computer-generated digital content. The core objective of the VR and AR systems is to create convincing human sensory perceptions, thereby creating immersive and interactive experiences that bridge the gap between virtual and physical realities. However, achieving true immersion remains a goal, and it necessitates a comprehensive understanding of the neuroscience of human multisensory perception and accurate technical implementations to create a consistency between natural and synthetic sensory cues. This paper reviews the human sensory-perceptual requirements vital for achieving such immersion, examines the current status and challenges, and discusses potential future advancements.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 8","pages":"605-646"},"PeriodicalIF":1.7,"publicationDate":"2024-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141980345","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fatigued driving is one of the main causes of traffic accidents. In order to improve the detection speed of fatigue driving recognition, this paper proposes a driver fatigue detection method based on multi-parameter fusion of facial features. It uses a cascaded Adaboost object classifier to detect faces in video streams. The DliB library is employed for facial key point detection, which locates the driver's eyes and mouth to determine their states. The eye aspect ratio (EAR) is calculated to detect eye closure, and the mouth aspect ratio (MAR) is calculated to detect yawning frequency and count. The detected percentage of eye closure (PERCLOS) value is combined with yawning frequency and count, and a multi-feature fusion approach is used for fatigue detection. Experimental results show that the accuracy of blink detection is 91% and the accuracy of yawn detection is 96.43%. Furthermore, compared to the models mentioned in the comparative experiments, this model achieves two to four times faster detection times while maintaining accuracy.
{"title":"Multi-parameter fusion driver fatigue detection method based on facial fatigue features","authors":"Xuejing Du, Chengyin Yu, Tianyi Sun","doi":"10.1002/jsid.1343","DOIUrl":"10.1002/jsid.1343","url":null,"abstract":"<p>Fatigued driving is one of the main causes of traffic accidents. In order to improve the detection speed of fatigue driving recognition, this paper proposes a driver fatigue detection method based on multi-parameter fusion of facial features. It uses a cascaded Adaboost object classifier to detect faces in video streams. The DliB library is employed for facial key point detection, which locates the driver's eyes and mouth to determine their states. The eye aspect ratio (EAR) is calculated to detect eye closure, and the mouth aspect ratio (MAR) is calculated to detect yawning frequency and count. The detected percentage of eye closure (PERCLOS) value is combined with yawning frequency and count, and a multi-feature fusion approach is used for fatigue detection. Experimental results show that the accuracy of blink detection is 91% and the accuracy of yawn detection is 96.43%. Furthermore, compared to the models mentioned in the comparative experiments, this model achieves two to four times faster detection times while maintaining accuracy.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 9","pages":"676-690"},"PeriodicalIF":1.7,"publicationDate":"2024-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141810202","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mixed reality technology can be applied to simulation training, improve surgical performance, enhance 3D game experience, and so on, attracting extensive attention of researchers. The perception of the user about head-mounted display MR using HoloLens is critical, especially for precision applications such as virtual hoisting. Designing and adding appropriate depth cues in MR scenes is an effective way to improve users' depth perception. In this study, taking virtual hoisting training system as an example, the depth perception strategy of multi-cue fusion is proposed to improve the perception effect. Based on the mechanism of human depth perception, five kinds of depth cues are designed. The depth perception effect of adding single cue is studied by perceptual matching experiment. Based on the principle of fuzzy clustering, a multiple-cue comprehensive depth optimization strategy on viewing distance scale is proposed. Finally, the perceptual matching results demonstrate the effectiveness of the multi-cue fusion strategy, and the average error is reduced by 20.68% compared with the single-cue strategy, which can significantly improve the spatial depth perception. This research can provide a reference for improving users' depth perception in interactive MR simulation systems.
混合现实技术可应用于模拟训练、提高手术性能、增强 3D 游戏体验等,受到研究人员的广泛关注。用户对使用 HoloLens 的头戴式显示 MR 的感知至关重要,尤其是在虚拟吊装等精密应用中。在磁共振场景中设计和添加适当的深度线索是提高用户深度知觉的有效方法。本研究以虚拟吊装训练系统为例,提出了多线索融合的深度感知策略,以提高感知效果。根据人类深度知觉的机理,设计了五种深度线索。通过感知匹配实验研究了添加单一线索的深度感知效果。基于模糊聚类原理,提出了视距尺度上的多线索综合深度优化策略。最后,感知匹配结果证明了多线索融合策略的有效性,与单线索策略相比,平均误差降低了 20.68%,可以显著改善空间深度感知。这项研究可为提高交互式磁共振模拟系统中用户的深度感知能力提供参考。
{"title":"Depth perception optimization of mixed reality simulation systems based on multiple-cue fusion","authors":"Wei Wang, Tong Chen, Haiping Liu, Jiali Zhang, Qingli Wang, Qinsheng Jiang","doi":"10.1002/jsid.1341","DOIUrl":"10.1002/jsid.1341","url":null,"abstract":"<p>Mixed reality technology can be applied to simulation training, improve surgical performance, enhance 3D game experience, and so on, attracting extensive attention of researchers. The perception of the user about head-mounted display MR using HoloLens is critical, especially for precision applications such as virtual hoisting. Designing and adding appropriate depth cues in MR scenes is an effective way to improve users' depth perception. In this study, taking virtual hoisting training system as an example, the depth perception strategy of multi-cue fusion is proposed to improve the perception effect. Based on the mechanism of human depth perception, five kinds of depth cues are designed. The depth perception effect of adding single cue is studied by perceptual matching experiment. Based on the principle of fuzzy clustering, a multiple-cue comprehensive depth optimization strategy on viewing distance scale is proposed. Finally, the perceptual matching results demonstrate the effectiveness of the multi-cue fusion strategy, and the average error is reduced by 20.68% compared with the single-cue strategy, which can significantly improve the spatial depth perception. This research can provide a reference for improving users' depth perception in interactive MR simulation systems.</p>","PeriodicalId":49979,"journal":{"name":"Journal of the Society for Information Display","volume":"32 8","pages":"568-579"},"PeriodicalIF":1.7,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141818130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}