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Basic Perception in Head-Worn Augmented Reality Displays

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Human Factors in Augmented Reality Environments

Abstract

Head-worn displays have been an integral part of augmented reality since the inception of the field. However, due to numerous difficulties with designing using such unique hardware, the perceptual capabilities of users suffer when looking at either the virtual or real portions of the augmented reality.We discuss the perceptual background and a series of experiments – in the literature and in our laboratories – measuring the degradation of basic functions of the human visual system when using head-worn augmented reality displays. In particular, we look at loss of visual acuity and contrast (and how these in turn affect text legibility), distortion of perceived colors, and difficulties of fusing stereo imagery. We discuss the findings and the implications for head-worn display design.

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Notes

  1. 1.

    1The near field is most often defined as either that which is within arm’s length or the slightly more generous but standardized length of 2  m. Other definitions may extend the range.

  2. 2.

    2Model not reported, but given the year and reported specifications, most likely an LDI-D100B or similar.

  3. 3.

    3Model not reported, but given the year and reported resolution, most likely a Nomad 1000.

  4. 4.

    4The authors report using “an Auto Gain Control (AGC) and Electronic Light Control (ELC) Panasonic camera,” with an FOV “compatible with the field-of-view of the HMD,” but do not give precise specifications or models.

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Correspondence to Mark A. Livingston .

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Livingston, M.A., Gabbard, J.L., Swan, J.E., Sibley, C.M., Barrow, J.H. (2013). Basic Perception in Head-Worn Augmented Reality Displays. In: Huang, W., Alem, L., Livingston, M. (eds) Human Factors in Augmented Reality Environments. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-4205-9_3

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  • DOI: https://doi.org/10.1007/978-1-4614-4205-9_3

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