Recent advances in 3D displays have contributed to the pressing need of new measurement methods for display comfort. Developing a valid measurement of visual fatigue caused by 3D display remains a big challenge and is beneficial for optimizing the system design. This paper assessed three electroencephalography (EEG) activities, θ, α and β, during a monotonous and repetitive random dot stereogram (RDS) based task in a conventional stereoscopic 3D display. Six types of ratio indices were computed based on EEG data and assessed as possible indicators for stereoscopic visual fatigue detection. The results of critical flicker frequency (CFF) and accommodative amplitude (ACC) showed that the proposed experiment setup can induce visual fatigue. According to the subjective ratings, the visual fatigue accumulated in this task was mostly related to the binocular vision stress of 3D display. Results of EEG data showed stable θ activity, a significant increase of α activity, and a significant decrease of β activity over time (p<0.05). In addition, the effectiveness of EEG indices was evaluated to measure stereoscopic visual fatigue by using grey relation analysis (GRA) and verified by correlating with CFF. The results of analysis suggest that among all nine types of EEG indices (θ, α, β, θ/β, α/β, α/θ, θ/(α+β), (α+θ)/β, (α+θ)/(α+β)), α is the most promising indicator for detecting stereoscopic visual fatigue.Index Terms-3D display, visual fatigue, EEG, objective measurement, grey relation analysis.
1551-319X (c)
Virtual reality (VR) technology provides highly immersive depth perception experiences; nevertheless, stereoscopic visual fatigue (SVF) has become an important factor currently hindering the development of VR applications. However, there is scant research on the underlying neural mechanism of SVF, especially those induced by VR displays, which need further research. In this paper, a Go/NoGo paradigm based on disparity variations is proposed to induce SVF associated with depth perception, and the underlying neural mechanism of SVF in a VR environment was investigated. The effects of disparity variations as well as SVF on the temporal characteristics of visual evoked potentials (VEPs) were explored. Point-by-point permutation statistical with repeated measures ANOVA results revealed that the amplitudes and latencies of the posterior VEP component P2 were modulated by disparities, and posterior P2 amplitudes were modulated differently by SVF in different depth perception situations. Cortical source localization analysis was performed to explore the original cortex areas related to certain fatigue levels and disparities, and the results showed that posterior P2 generated from the precuneus could represent depth perception in binocular vision, and therefore could be performed to distinguish SVF induced by disparity variations. Our findings could help to extend an understanding of the neural mechanisms underlying depth perception and SVF as well as providing beneficial information for improving the visual experience in VR applications.
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