虚拟现实(VR)作为消费者光学解决方案的测试台:模拟渐进加法镜片(PALs)畸变下视觉舒适度的机器学习方法(GBR)

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-01-30 DOI:10.1007/s10055-023-00894-w
Miguel García García, Yannick Sauer, Tamara Watson, Siegfried Wahl
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引用次数: 0

摘要

几十年来,制造商一直试图减少或消除渐进加法镜片在制造过程中表面出现的光学像差。事实上,散光会出现在镜片表面,而且无法完全消除,或者整个镜片的功率变化导致放大率不均匀。一些老花眼患者在首次配戴这些镜片时可能会感到不适,其中一部分人可能永远无法适应。这些镜片的开发、原型设计、测试和投放市场都需要成本,这通常反映在零售价上。本研究旨在测试虚拟现实(VR)的可行性,以便在镜片投入生产之前测试客户对镜片的满意度。虚拟现实技术提供了一个受控环境,可以分别检测影响渐进镜片舒适度的不同参数,如畸变、图像位移或光学模糊。在这项研究中,重点是变形和图像位移,而不考虑模糊。使用内置的眼动追踪器记录了参与者的行为变化(头部和眼球运动)。我们发现,在高度失真的镜片模拟中,参与者的不悦程度明显增加。此外,我们还对数据进行了梯度提升回归拟合,从而揭示了不适感的预测因素,并在不进行额外测量的情况下预测了评分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Virtual reality (VR) as a testing bench for consumer optical solutions: a machine learning approach (GBR) to visual comfort under simulated progressive addition lenses (PALs) distortions

For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens’ surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given how lenses are fabricated, where in fact, astigmatism appears on the surface and cannot be entirely removed, or where non-uniform magnification becomes inherent to the power change across the lens. Some presbyopes may refer to certain discomfort when wearing these lenses for the first time, and a subset of them might never adapt. Developing, prototyping, testing and purveying those lenses into the market come at a cost, which is usually reflected in the retail price. This study aims to test the feasibility of virtual reality (VR) for testing customers’ satisfaction with these lenses, even before getting them onto production. VR offers a controlled environment where different parameters affecting progressive lens comforts, such as distortions, image displacement or optical blurring, can be inspected separately. In this study, the focus was set on the distortions and image displacement, not taking blur into account. Behavioural changes (head and eye movements) were recorded using the built-in eye tracker. We found participants were significantly more displeased in the presence of highly distorted lens simulations. In addition, a gradient boosting regressor was fitted to the data, so predictors of discomfort could be unveiled, and ratings could be predicted without performing additional measurements.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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