• Title/Summary/Keyword: Display fatigue

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Analysis of Display Fatigue induced by HMD-based Virtual Reality Bicycle (HMD 기반 가상현실 자전거의 영상피로 분석)

  • Kim, Sun-Uk;Han, Seung Jo;Koo, Kyo-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.692-699
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    • 2017
  • The purpose of this study is to investigate the display fatigue quantitatively when operating 2D and HMD-based 3D VR bicycles. Though it is generally accepted that the display fatigue induced by 3D VR is greater than that induced by 2D VR, there have been few studies which attempted to measure the display fatigue scientifically. The subjective degree of cybersickness and quantitative flicker fusion frequency (FFF) were measured in twenty subjects (Male 10, Female 10) before and after they operated 2D and 3D VR bicycles for 5 min. Two dependent variables affected by the 2D and 3D VR displays were analyzed and compared statistically based on scientific evidence and research. This study showed that 3D VR resulted in a significantly higher cybersickness rate and a significant lower FFF rate than 2D VR. Given the current propensity to couple VR techniques with exercise equipment, it seems appropriate to verify the general beliefs through scientific methods and experimental measures such as the FFF and cybersickness questionnaires.

Bending Fatigue Reliability Improvements of Cu Interconnects on Flexible Substrates through Mo-Ti Alloy Adhesion Layer (Mo-Ti 합금 접착층을 통한 유연 기판 위 구리 배선의 기계적 신뢰성 향상 연구)

  • Lee, Young-Joo;Shin, Hae-A-Seul;Nam, Dae-Hyun;Yeon, Han-Wool;Nam, Boae;Woo, Kyoohee;Joo, Young-Chang
    • Journal of the Microelectronics and Packaging Society
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    • v.22 no.1
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    • pp.21-25
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    • 2015
  • Bending fatigue characteristics of Cu films and $8{\mu}m$ width Cu interconnects on flexible substrates were investigated, and fatigue reliability improvement was achieved through Mo-Ti alloy adhesion layer. Tensile bending fatigue reliability of Cu interconnects is 3 times lower than that of Cu films, and even compressive bending fatigue reliability of Cu interconnects is 6 times lower than that of Cu films. From these results, mechanical crack formation could be fatal in Cu interconnects. With Mo-Ti adhesion layer, fatigue reliability of Cu films and interconnects were enhanced due to the increase of adhesion strength and the suppression of slip induced crack initiation.

The Effects of Stimulus-background Contrast, Background Texture Density and Screen Disparity of Stimulus on Crosstalk Perception (자극과 배경의 대비, 배경 텍스쳐 밀도, 자극의 화면 시차가 크로스톡 지각에 미치는 영향)

  • Park, JongJin;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.225-236
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    • 2013
  • 3D contents could cause unique 3D visual fatigue. Screen disparity, image blurring, and crosstalk are known to be the three major factors responsible for the fatigue. Among these, screen disparity and image blurring are content factors, that is, one can directly manipulate contents themselves to handle visual fatigue caused by these two factors. On the other hand, because crosstalk is closely tied to physical characteristics of 3D display, it is difficult or even impossible to reduce crosstalk-driven visual fatigue unless one replaces 3D display itself (for example, from active to passive display). However, the effects of crosstalk on 3D visual fatigue depends on visual stimulus features (that is, contents), and thus it is possible to manipulate stimulus features in order to handle visual fatigue caused by crosstalk. Hence, this research tested the effects of visual stimulus features on crosstalk (which then causes 3D visual fatigue). Using relative depth discrimination task, we tested the effects of stimulus-background contrast, background texture density, and screen disparity on the degree of perceived crosstalk. The results showed that crosstalk decreases with presence of background texture and with less degree of screen disparity.

The Effect of Working Hour on Muscle Fatigue in Visual Display Workplace (VDT 작업환경에서 작업시간이 근피로에 미치는 영향)

  • 한정수
    • Journal of the Korean Society of Safety
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    • v.15 no.1
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    • pp.153-160
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    • 2000
  • Occupational cumulative traumas (CTDs) are becoming one of leading ailments in industrialized worl $d^{(1.2)}$. The degree of muscle fatigue is important parameter to understand cause of occupational cumulative trauma disorders. To quantify degree of muscle fatigue, muscle EMG activity was measured during isometric and dynamic contractions(repetitive concentric/eccentric muscle contraction) and its analyzed data, such as RMS, median frequency, and median power were compared when the muscle was fresh and exhausted. When muscle become fatigue, it was observed that median frequency decreased and median power and RMS increased However, based on overall prolonged observation, median frequency increased and median power and RMS decreased. Therefore it was concluded that shifting patterns of RMS, median frequency, and median power values can be used as parameter to evaluate degree of muscle fatigue even in dynamic muscle contraction.

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Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

Criterion Suggestion on Relative Disparity, Viewing Distance and Viewing Angle to Minimize 3D Visual Fatigue for Pattern-Retarded Type 3D Display (편광식 3D 디스플레이를 위한 상대적 시차, 시청 거리, 시청 방위에서의 시각피로 최소화 기준 제안)

  • Park, Jong-Jin;Kim, Shinwoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.61-70
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    • 2016
  • 3D visual fatigue is known as one of the most important factors that interfere the commercial success of 3D contents. Vergence-accommodation conflict, which is known to occur when an observer watches an image containing binocular disparity presented on a 3D display, has been suggested as a major cause of 3D visual fatigue. This implies that any image incorporating binocular disparity might cause 3D visual fatigue. In order to reduce 3D visual fatigue, it would be necessary to consider indirect ways of reducing 3D visual fatigue as well as eliminating the direct causes of 3D visual fatigue. We have examined the effect of the variables that are expected to affect subjective 3D visual fatigue and these variables included the relative disparity contained in an image, viewing distance and viewing angle. We have also figured out the proper levels of the variables required to minimize 3D visual fatigue. The results indicate that observers began to report significant 3D visual fatigue when the crossed disparity contained in an image exceeded 7.22' and the vertical viewing angle was larger than 15 degree.

Sputtering법으로 제조한 OLED용 Barrier Layer의 특성평가

  • Jeong, Eun-Uk;Kim, Hoe-Bong;Lee, Jong-U;Jo, Yeong-Rae
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.02a
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    • pp.163-163
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    • 2012
  • 차세대 모바일용 전자디스플레이로 각광받고 있는 FOLED (flexible organic light emitting display)의 연구에서 display의 신뢰성과 수명은 매우 중요한 연구 테마이다. OLED의 수명단축에 영향을 미치는 요소는 수분에 의한 열화가 가장 치명적이다. Barrier layer를 통한 수분의 주요 침투경로는 pin-hole과 void 등과 같은 defect에 의한 것으로 보인다. 수분의 침투 경로를 제어하는 OLED용 barrier layer의 요구조건은 WVTR (water vapor transmission rate)이 $10^{-6}g/m^2{\cdot}day$ 이하로 낮아야 한다. Barrier layer가 가져야 할 핵심적인 조건은 유연성을 가지면서 동시에 WVTR 값이 매우 낮아야 하는데, 아직까지 이를 만족하는 barrier layer의 개발은 아직 덜된 실정이다. 본 연구에서는 PET (polyethylene terephthalate) 기판에 sputtering법으로 barrier layer를 제조하였다. 증착에 이용한 타겟은 두가지 종류인 Al과 $Al_2O_3$를 사용하였으며, 다층박막으로 제조하였다. 제조된 barrier layer의 수분침투 특성은 WVTR의 측정으로, 유연성의 평가는 in-situ fatigue test를 수행하여 측정하였다. 종합적인 특성 평가를 위하여 SEM과 AFM (atomic force microscope) 관찰도 하였다.

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Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences (스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이)

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.44-55
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    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

Multi-focus 3D display of see-through Head-Mounted Display type (투시형 두부 장착형 디스플레이방식의 다초점 3차원 디스플레이)

  • Kim, Dong-Wook;Yoon, Seon-Kyu;Kim, Sung-Kyu
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.441-447
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    • 2006
  • See-through HMD type 3D display can provide an advantage of us seeing virtual 3D data used stereoscopic display simultaneously with real object(MR-Mixed Reality). But, when user sees stereoscopic display for a long time, not only eye fatigue phenomenon happens but also de-focus phenomenon of data happens by fixed focal point of virtual data. Dissatisfaction of focus adjustment of eye can be considered as the important reason of this phenomenon. In this paper, We proposed an application of multi-focus in see-through HMD as a solution of this problem. As a result, we confirmed that the focus adjustment coincide between the object of real world and the virtual data by multi-focus in monocular condition.

Effects of Virtual Reality Images on Body Stability : Focused on Hand Stability (VR 영상이 신체 안정성에 미치는 영향 : 손 안정성을 중심으로)

  • Han, Seung Jo;Kim, Sun-Uk;Koo, Kyo-Chan;Lee, Kyun-Joo;Cho, Min-Su
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.391-400
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    • 2017
  • The purpose of this paper is to present the effect of image stimulation on body stability as a conceptual model and to investigate the effect of image stimulus(2D, VR) on body stability(hand stability) through experiments Recently, stereoscopic images such as virtual and augmented reality are combined with smart phones and exercise equipments, and the diffusion is becoming active. The possibility of a safety accident or human error is also increasing as it temporarily affects the balance of the body and hand stability after the image stimulus is removed. The conceptual model is presented based on the results of previous studies. Based on the experimental results, the conceptual model has been explained in combination with the human information processing process and cognitive resource models that take place in the brain. Twenty subjects were exposed to 2D and VR stimuli, and display fatigue was measured by cybersickness questionnaire and hand stability by hand steadiness tester. Experimental results show that VR images induce higher display fatigue and lower hand stability than 2D. In this study, it is meaningful that hand stability according to image type and display fatigue level which have not been tried yet is revealed through conceptual model and experiment.