Vergence-accommodation conflict: Difference between revisions
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'''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">Hoffman D M, Girshick A R, Akeley K, Banks M S. (2008). “Vergence–accommodation conflicts hinder visual performance and cause visual fatigue.” ''Journal of Vision'', 8 (3): 33 (1‑30). doi:10.1167/8.3.33. PMID 18484839. https://pubmed.ncbi.nlm.nih.gov/18484839/</ref> | '''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">Hoffman D M, Girshick A R, Akeley K, Banks M S. (2008). “Vergence–accommodation conflicts hinder visual performance and cause visual fatigue.” ''Journal of Vision'', 8 (3): 33 (1‑30). doi:10.1167/8.3.33. PMID 18484839. https://pubmed.ncbi.nlm.nih.gov/18484839/</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" /> | ||
<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== |