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{{see also|Terms|Technical Terms}}
{{see also|Terms|Technical Terms}}
'''Vergence-accommodation conflict''' ('''VAC'''), also known as '''accommodation-vergence conflict''' or sometimes '''accommodation–vergence mismatch''', is a visual and perceptual phenomenon that occurs when the [[Brain|brain]] receives mismatching cues between the distance to which the eyes are pointed or converged ([[Vergence|vergence]]) and the distance at which the eyes' lenses are focused ([[Accommodation (eye)|accommodation]]).<ref name="Hoffman2008">{{cite web |last=Hoffman |first=D. M. |last2=Girshick |first2=A. R. |last3=Akeley |first3=K. |last4=Banks |first4=M. S. |title=Vergence–Accommodation Conflicts Hinder Visual Performance and Cause Visual Fatigue |journal=Journal of Vision |volume=8 |issue=3 |pages=33 |url=https://jov.arvojournals.org/article.aspx?articleid=2192424 |year=2008}}</ref><ref name="Kreylos2014VAC">{{cite web |last=Kreylos |first=Oliver |title=Accommodation and Vergence in Head-mounted Displays |url=http://doc-ok.org/?p=1602 |website=Doc-Ok.org |date=2014-04-13}}</ref> Because natural viewing conditions tightly couple these two mechanisms, breaking that link is a primary cause of visual discomfort and performance issues in modern [[Virtual reality|virtual reality]] (VR), [[Augmented reality|augmented reality]] (AR), and other [[Stereoscopy|stereoscopic]] 3-D displays, including nearly all mainstream [[Head-Mounted Display|head-mounted displays]] (HMDs).<ref name="Hoffman2008" />
'''Vergence-accommodation conflict''' ('''VAC'''), also known as '''accommodation-vergence conflict''' or sometimes '''accommodation-vergence mismatch''', is a visual and perceptual phenomenon that occurs when the [[Brain|brain]] receives mismatching cues between the distance to which the eyes are pointed or converged ([[Vergence|vergence]]) and the distance at which the eyes' lenses are focused ([[Accommodation (eye)|accommodation]]).<ref name="Hoffman2008">{{cite web |last=Hoffman |first=D. M. |last2=Girshick |first2=A. R. |last3=Akeley |first3=K. |last4=Banks |first4=M. S. |title=Vergence-Accommodation Conflicts Hinder Visual Performance and Cause Visual Fatigue |journal=Journal of Vision |volume=8 |issue=3 |pages=33 |url=https://jov.arvojournals.org/article.aspx?articleid=2192424 |year=2008}}</ref><ref name="Kreylos2014VAC">{{cite web |last=Kreylos |first=Oliver |title=Accommodation and Vergence in Head-mounted Displays |url=http://doc-ok.org/?p=1602 |website=Doc-Ok.org |date=2014-04-13}}</ref> Because natural viewing conditions tightly couple these two mechanisms, breaking that link is a primary cause of visual discomfort and performance issues in modern [[Virtual reality|virtual reality]] (VR), [[Augmented reality|augmented reality]] (AR), and other [[Stereoscopy|stereoscopic]] 3-D displays, including nearly all mainstream [[Head-Mounted Display|head-mounted displays]] (HMDs).<ref name="Hoffman2008" />


==Physiological Basis==
==Physiological Basis==
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*  '''[[Accommodation (eye)|Accommodation]]''': The [[Ciliary muscle|ciliary muscle]] adjusts the shape and thus the [[Optical power|optical power]] of the [[Crystalline lens|crystalline lens]] within each eye to bring the image of the target object into sharp focus on the [[Retina|retina]]. This response is primarily driven by retinal blur.
*  '''[[Accommodation (eye)|Accommodation]]''': The [[Ciliary muscle|ciliary muscle]] adjusts the shape and thus the [[Optical power|optical power]] of the [[Crystalline lens|crystalline lens]] within each eye to bring the image of the target object into sharp focus on the [[Retina|retina]]. This response is primarily driven by retinal blur.


In natural vision, these two systems are tightly linked through fast, reciprocal neurological signals known as the [[Accommodation reflex|accommodation–vergence reflex]].<ref name="Kreylos2014VAC" /><ref name="Kramida2016">{{cite web |last=Kramida |first=G. |title=Resolving the Vergence–Accommodation Conflict in Head-Mounted Displays |journal=IEEE Transactions on Visualization and Computer Graphics |volume=22 |issue=7 |pages=1912-1921 |url=https://ieeexplore.ieee.org/document/7296633 |year=2016}}</ref> This coupling ensures that the eyes focus at the same distance they are pointed, allowing for clear, comfortable, and efficient vision. Stereoscopic displays disrupt this natural coupling because binocular disparity cues drive the vergence system to the ''simulated'' depth of a virtual object, while the accommodation system is driven by blur cues to focus on the ''physical'' display surface, which is typically at a fixed optical distance.<ref name="Kramida2016" />
In natural vision, these two systems are tightly linked through fast, reciprocal neurological signals known as the [[Accommodation reflex|accommodation-vergence reflex]].<ref name="Kreylos2014VAC" /><ref name="Kramida2016">{{cite web |last=Kramida |first=G. |title=Resolving the Vergence-Accommodation Conflict in Head-Mounted Displays |journal=IEEE Transactions on Visualization and Computer Graphics |volume=22 |issue=7 |pages=1912-1921 |url=https://ieeexplore.ieee.org/document/7296633 |year=2016}}</ref> This coupling ensures that the eyes focus at the same distance they are pointed, allowing for clear, comfortable, and efficient vision. Stereoscopic displays disrupt this natural coupling because binocular disparity cues drive the vergence system to the ''simulated'' depth of a virtual object, while the accommodation system is driven by blur cues to focus on the ''physical'' display surface, which is typically at a fixed optical distance.<ref name="Kramida2016" />


==Causes / Occurrence in Display Technologies==
==Causes / Occurrence in Display Technologies==
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*  '''Focusing Problems''': Difficulty rapidly refocusing between virtual objects at different apparent depths because the natural reflex is disrupted. Users may also experience lingering focus issues or unusual visual sensations after removing the HMD.
*  '''Focusing Problems''': Difficulty rapidly refocusing between virtual objects at different apparent depths because the natural reflex is disrupted. Users may also experience lingering focus issues or unusual visual sensations after removing the HMD.
*  '''[[Virtual Reality Sickness|VR Sickness]] / Discomfort''': VAC is considered a significant contributor to symptoms like nausea, dizziness, and general discomfort associated with VR/AR use.
*  '''[[Virtual Reality Sickness|VR Sickness]] / Discomfort''': VAC is considered a significant contributor to symptoms like nausea, dizziness, and general discomfort associated with VR/AR use.
*  '''Reduced Visual Performance''': Measurable degradation in tasks requiring fine depth judgments, reduced reading speed, slower visuomotor reaction times, and increased time required to fuse binocular images.<ref name="Hoffman2008" /><ref name="Lin2022">{{cite web |last=Lin |first=C-J. |last2=Chi |first2=C-F. |last3=Lin |first3=C-K. |last4=Chang |first4=E-C. |title=Effects of Virtual Target Size, Position and Parallax on Vergence–Accommodation Conflict as Estimated by Actual Gaze |journal=Scientific Reports |volume=12 |pages=20100 |url=https://www.nature.com/articles/s41598-022-24450-9 |year=2022}}</ref>
*  '''Reduced Visual Performance''': Measurable degradation in tasks requiring fine depth judgments, reduced reading speed, slower visuomotor reaction times, and increased time required to fuse binocular images.<ref name="Hoffman2008" /><ref name="Lin2022">{{cite web |last=Lin |first=C-J. |last2=Chi |first2=C-F. |last3=Lin |first3=C-K. |last4=Chang |first4=E-C. |title=Effects of Virtual Target Size, Position and Parallax on Vergence-Accommodation Conflict as Estimated by Actual Gaze |journal=Scientific Reports |volume=12 |pages=20100 |url=https://www.nature.com/articles/s41598-022-24450-9 |year=2022}}</ref>
*  '''[[Focal Rivalry]]''': Particularly in AR, the conflict between focusing on a real-world object and a virtual object projected at a different focal distance can make it difficult or impossible to see both sharply simultaneously.
*  '''[[Focal Rivalry]]''': Particularly in AR, the conflict between focusing on a real-world object and a virtual object projected at a different focal distance can make it difficult or impossible to see both sharply simultaneously.


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|-
|-
! [[Varifocal display|Varifocal]]
! [[Varifocal display|Varifocal]]
| [[Eye tracking|Eye-tracking]] determines the user's gaze depth, and the display system adjusts a single focal plane to match that depth using [[Tunable lens|tunable lenses]] (e.g., liquid crystal, liquid lens, Alvarez) or mechanically moving components (screen or lens). | Meta Reality Labs Butterscotch Varifocal (2023);<ref name="DisplayDaily2023">{{cite web |title=Meta’s Going to SIGGRAPH 2023 and Showing Flamera and Butterscotch VR Technologies |url=https://displaydaily.com/metas-going-to-siggraph-2023-and-showing-flamera-and-butterscotch-vr-technologies/ |website=Display Daily |date=2023-08-04}}</ref> UNC Wide-FOV deformable-mirror NED.<ref name="Dunn2017">{{cite web |last=Dunn |first=D. |last2=Tippets |first2=C. |last3=Torell |first3=K. |last4=Kellnhofer |first4=P. |last5=Akşit |first5=K. |last6=Didyk |first6=P. |last7=Myszkowski |first7=K. |last8=Luebke |first8=D. |last9=Fuchs |first9=H. |title=Wide Field-of-View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors |journal=IEEE Transactions on Visualization and Computer Graphics (TVCG) |volume=23 |issue=4 |pages=1411-1420 |url=https://ieeexplore.ieee.org/document/7850947 |year=2017}}</ref> | Delivers correct focus cue at the depth of fixation. Challenges include eye-tracking latency and accuracy, depth switching speed, limited depth range, and potentially incorrect blur cues for objects not at the fixation depth.<ref name="UNC2019">{{cite web |title=Dynamic Focus Augmented Reality Display |url=https://telepresence.web.unc.edu/research/dynamic-focus-augmented-reality-display/ |website=UNC Graphics and Virtual Reality Group |year=2019}}</ref>
| [[Eye tracking|Eye-tracking]] determines the user's gaze depth, and the display system adjusts a single focal plane to match that depth using [[Tunable lens|tunable lenses]] (for example liquid crystal, liquid lens, Alvarez) or mechanically moving components (screen or lens). | Meta Reality Labs Butterscotch Varifocal (2023);<ref name="DisplayDaily2023">{{cite web |title=Meta’s Going to SIGGRAPH 2023 and Showing Flamera and Butterscotch VR Technologies |url=https://displaydaily.com/metas-going-to-siggraph-2023-and-showing-flamera-and-butterscotch-vr-technologies/ |website=Display Daily |date=2023-08-04}}</ref> UNC Wide-FOV deformable-mirror NED.<ref name="Dunn2017">{{cite web |last=Dunn |first=D. |last2=Tippets |first2=C. |last3=Torell |first3=K. |last4=Kellnhofer |first4=P. |last5=Akşit |first5=K. |last6=Didyk |first6=P. |last7=Myszkowski |first7=K. |last8=Luebke |first8=D. |last9=Fuchs |first9=H. |title=Wide Field-of-View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors |journal=IEEE Transactions on Visualization and Computer Graphics (TVCG) |volume=23 |issue=4 |pages=1411-1420 |url=https://ieeexplore.ieee.org/document/7850947 |year=2017}}</ref> | Delivers correct focus cue at the depth of fixation. Challenges include eye-tracking latency and accuracy, depth switching speed, limited depth range, and potentially incorrect blur cues for objects not at the fixation depth.<ref name="UNC2019">{{cite web |title=Dynamic Focus Augmented Reality Display |url=https://telepresence.web.unc.edu/research/dynamic-focus-augmented-reality-display/ |website=UNC Graphics and Virtual Reality Group |year=2019}}</ref>
|-
|-
! [[Multifocal display|Multifocal / Multiplane]]
! [[Multifocal display|Multifocal / Multiplane]]
| Presents images on several fixed focal planes simultaneously (e.g., using stacked LCDs, beam splitters) or time-sequentially. Content is rendered on the plane closest to its virtual depth. | Stanford light-field HMD research;<ref name="Wired2015">{{cite web |last=Zhang |first=S. |title=The Obscure Neuroscience Problem That’s Plaguing VR |url=https://www.wired.com/2015/08/obscure-neuroscience-problem-thats-plaguing-vr/ |website=Wired |date=2015-08-11}}</ref> Magic Leap 1 (2 planes). | Provides more correct focus cues across multiple depths simultaneously without necessarily requiring eye-tracking. Challenges include complexity, cost, reduced brightness/contrast, potential visible transitions between planes, and limited number of planes.
| Presents images on several fixed focal planes simultaneously (for example using stacked LCDs, beam splitters) or time-sequentially. Content is rendered on the plane closest to its virtual depth. | Stanford light-field HMD research;<ref name="Wired2015">{{cite web |last=Zhang |first=S. |title=The Obscure Neuroscience Problem That’s Plaguing VR |url=https://www.wired.com/2015/08/obscure-neuroscience-problem-thats-plaguing-vr/ |website=Wired |date=2015-08-11}}</ref> Magic Leap 1 (2 planes). | Provides more correct focus cues across multiple depths simultaneously without necessarily requiring eye-tracking. Challenges include complexity, cost, reduced brightness/contrast, potential visible transitions between planes, and limited number of planes.
|-
|-
! [[Light field display|Light Field]]
! [[Light field display|Light Field]]
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|-
|-
! [[Retinal projection|Retinal Projection / Scanning]]
! [[Retinal projection|Retinal Projection / Scanning]]
| Scans modulated light (often laser) directly onto the retina, potentially creating an image that is always in focus regardless of the eye's accommodation state (Maxwellian view). | Research systems; formerly North Focals (acquired by Google). | Can bypass VAC by eliminating the need for accommodation. Challenges include small [[Eyebox|eyebox]], potential for visual artifacts (e.g., [[Floater|floaters]] becoming more visible), safety concerns, and achieving high resolution/FOV.
| Scans modulated light (often laser) directly onto the retina, potentially creating an image that is always in focus regardless of the eye's accommodation state (Maxwellian view). | Research systems; formerly North Focals (acquired by Google). | Can bypass VAC by eliminating the need for accommodation. Challenges include small [[Eyebox|eyebox]], potential for visual artifacts (for example [[Floater|floaters]] becoming more visible), safety concerns, and achieving high resolution/FOV.
|-
|-
! Emerging Optics
! Emerging Optics
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==Current Research Frontiers==
==Current Research Frontiers==
*  '''High-Resolution Varifocal Displays''': Prototypes like Meta’s Butterscotch demonstrate progress towards retinal resolution (e.g., 60 pixels per degree) combined with reasonably fast depth switching, suggesting potential commercial viability.<ref name="DisplayDaily2023" />
*  '''High-Resolution Varifocal Displays''': Prototypes like Meta’s Butterscotch demonstrate progress towards retinal resolution (for example 60 pixels per degree) combined with reasonably fast depth switching, suggesting potential commercial viability.<ref name="DisplayDaily2023" />
*  '''Focus-Correct Passthrough AR''': Integrating varifocal or multifocal optics into [[Video passthrough|video-see-through]] AR systems to correctly render both real-world and virtual imagery at appropriate focal depths.<ref name="UNC2019" />
*  '''Focus-Correct Passthrough AR''': Integrating varifocal or multifocal optics into [[Video passthrough|video-see-through]] AR systems to correctly render both real-world and virtual imagery at appropriate focal depths.<ref name="UNC2019" />
*  '''Standards and Health Implications''': Ongoing work by standards bodies (e.g., ISO TC159, IEC TC100) to develop guidelines for extended VR/AR use, particularly concerning children and workplace applications.
*  '''Standards and Health Implications''': Ongoing work by standards bodies (for example ISO TC159, IEC TC100) to develop guidelines for extended VR/AR use, particularly concerning children and workplace applications.
*  '''Perceptual Modeling''': Research using large-sample studies to better understand individual variability in the accommodation-vergence relationship, potentially enabling personalized comfort settings or adaptive display parameters.<ref name="Lin2022" />
*  '''Perceptual Modeling''': Research using large-sample studies to better understand individual variability in the accommodation-vergence relationship, potentially enabling personalized comfort settings or adaptive display parameters.<ref name="Lin2022" />


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[[Category:Terms]]
[[Category:Terms]]
[[Category:Technical Terms]]
[[Category:Vision]]
[[Category:Vision]]
[[Category:Physiology]]
[[Category:Physiology]]