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Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays.


ABSTRACT: From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues

SUBMITTER: Padmanaban N 

PROVIDER: S-EPMC5338519 | biostudies-literature | 2017 Feb

REPOSITORIES: biostudies-literature