Vergence-accommodation conflict: Difference between revisions
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'''Vergence-accommodation conflict''', also known as '''VAC''', or '''Accommodation-vergence conflict''', occurs when your brain receives mismatching cues between the distance of a virtual 3D object ([https://en.wikipedia.org/wiki/Vergence vergence]), and the focusing distance ([https://en.wikipedia.org/wiki/Accommodation_(eye) accomodation]) required for the eyes to focus on that object. This occurs while looking at stereoscopic imagery, such as watching 3D TV/cinema, as well as in all current, traditional [[HMD]]s. | '''Vergence-accommodation conflict''', also known as '''VAC''', or '''Accommodation-vergence conflict''', occurs when your brain receives mismatching cues between the distance of a virtual 3D object ([https://en.wikipedia.org/wiki/Vergence vergence]), and the focusing distance ([https://en.wikipedia.org/wiki/Accommodation_(eye) accomodation]) required for the eyes to focus on that object. This occurs while looking at stereoscopic imagery, such as watching 3D TV/cinema, as well as in all current, traditional [[HMD]]s. | ||
It can contribute to visual fatigue and eyestrain, and vision effects that linger even after ceasing looking at the | It can contribute to focusing problems, visual fatigue, and eyestrain, while looking at stereoscopic imagery, and vision effects that linger even after ceasing looking at the imagery. | ||
In traditional stereoscopic technologies, the virtual image is focused at a fixed depth away from the | In traditional stereoscopic technologies, the virtual image is focused at a fixed depth away from the | ||
eyes, while the depth of the virtual objects, and the amount of | eyes, while the depth of the virtual objects, and the amount of eye convergence, varies depending upon the content. | ||
The problem is less severe in 3D TV/cinema, when it is properly taken into account during content creation and display. Part of the reason it's less severe, is that the 3D objects are never close to the viewer. | The problem is less severe in 3D TV/cinema, when it is properly taken into account during content creation and display. Part of the reason it's less severe, is that the 3D objects are never close to the viewer. |