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Applied Ergonomics
journal homepage: www.elsevier.com/locate/apergo
Using biomechanics to investigate the effect of VR on eye vergence system
Julie Iskander
*
, Mohammed Hossny, Saeid Nahavandi
Institute for Intelligent Systems Research and Innovation (IISRI), Deakin University, Australia
ARTICLE INFO
Keywords:
Virtual reality
Eye vergence movement
Eye tracking
Biomechanical simulation
Extraocular muscles
ABSTRACT
Vergence-accommodation conflict (VAC) is the main contributor to visual fatigue during immersion in virtual
environments. Many studies have investigated the effects of VAC using 3D displays and expensive complex
apparatus and setup to create natural and conflicting viewing conditions. However, a limited number of studies
targeted virtual environments simulated using modern consumer-grade VR headsets. Our main objective, in this
work, is to test how the modern VR headsets (VR simulated depth) could affect our vergence system, in addition
to investigating the effect of the simulated depth on the eye-gaze performance. The virtual scenario used in-
cluded a common virtual object (a cube) in a simple virtual environment with no constraints placed on the head
and neck movement of the subjects. We used ocular biomechanics and eye tracking to compare between ver-
gence angles in matching (ideal) and conflicting (real) viewing conditions. Real vergence angle during im-
mersion was significantly higher than ideal vergence angle and exhibited higher variability which leads to
incorrect depth cues that affects depth perception and also leads to visual fatigue for prolonged virtual ex-
periences. Additionally, we found that as the simulated depth increases, the ability of users to manipulate virtual
objects with their eyes decreases, thus, decreasing the possibilities of interaction through eye gaze. The bio-
mechanics model used here can be further extended to study muscular activity of eye muscles during immersion.
It presents an efficient and flexible assessment tool for virtual environments.
1. Introduction
Virtual reality (VR) headsets have become more affordable and
accessible to a broader population that includes young adults and
children. In a few years, it turned from expensive devices that needed
extensive setup and expertise into an affordable, easy at-home setup
headset which has a fast growing market of technologies and applica-
tions (Iskander et al., 2018b; Statista, 2016). Multiple VR applications
have been developed in various fields. VR has been used in health care
and rehabilitation (Rose et al., 2018) for patients suffering from stroke
(Jack et al., 2001), Parkinson's disease (Mirelman et al., 2011) and even
mental disorders (Freeman et al., 2017; Maples-Keller et al., 2017; Le
and Beidel, 2017) among others (Hsu et al., 2017; McComas et al.,
1998).
Multiple studies have been conducted on the effects of VR headsets
or head mounted displays (HMD) on the visual system (Mon-Williams
et al., 1995, 1996, 1998; 1993; Stanney et al., 1998; Turnbull and
Phillips, 2017), since it's conception by Sutherland (1968) in 1968.
Moreover, the prolonged immersion in virtual environments (VEs) is
still associated with visual fatigue symptoms like eye-strain, nausea,
dizziness, headache and double vision (Kuze and Ukai, 2008;
Brunnström et al., 2017; Ohno and Ukai, 2000; Iskander et al., 2018b;
Hua, 2017), despite of the rapidly developing technology. However,
there is a limited number of recent studies investigating the effects of
the modern consumer-grade VR headsets. In (Mai et al., 2017), visual
discomfort was estimated using electroencephalography (EEG). In ad-
dition, a questionnaire (VRSQ) was developed to assess motion sickness
in VR (Kim et al., 2018) which includes two components, the oculo-
motor and the disorientation component. VRSQ is based on the simu-
lator sickness questionnaire (SSQ) (Kennedy et al., 1993). Ocular effect
of VR was studied in (Turnbull and Phillips, 2017), they found that VR
has no effect on the binocular vision status. In addition, there is evi-
dence that VR headsets may not present a myopia-inducing stimulus.
However, as per our knowledge, no studies targeted VAC in a con-
sumer-grade VR headset.
Our vision system presents the world to us in a 3D layout where
depth is perceived through monocular and binocular cues (Julesz,
1960). Time needed to perceive depth could take from a few milli-
seconds to a few minutes depending on the depth cues provided;
smaller area size, and large parallax shift increase time required (Julesz,
1964; Emoto et al., 2004). When our fixation point changes from an
object in one depth plane to another, our eyes moves in opposite
https://doi.org/10.1016/j.apergo.2019.102883
Received 13 August 2018; Received in revised form 5 February 2019; Accepted 23 June 2019
*
Corresponding author.
E-mail address: j.iskanderistafanos@deakin.edu.au (J. Iskander).
Applied Ergonomics 81 (2019) 102883
0003-6870/ © 2019 Elsevier Ltd. All rights reserved.
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