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Vergence-accommodation conflict (VAC), also known as accommodation-vergence conflict, is a
visual The visual system comprises the sensory organ (the eye) and parts of the central nervous system (the retina containing photoreceptor cells, the optic nerve, the optic tract and the visual cortex) which gives organisms the sense of sight ...
phenomenon that occurs when the brain receives mismatching cues between vergence and
accommodation of the eye Accommodation is the process by which the vertebrate eye changes optical power to maintain a clear image or focus on an object as its distance varies. In this, distances vary for individuals from the far point—the maximum distance from the eye ...
. This commonly occurs in
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
devices,
augmented reality Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
devices,
3D movies 3D films are motion pictures made to give an illusion of three-dimensional solidity, usually with the help of special glasses worn by viewers. They have existed in some form since 1915, but had been largely relegated to a niche in the motion pict ...
, and other types of stereoscopic displays and
autostereoscopic Autostereoscopy is any method of displaying stereoscopic images (adding binocular perception of 3D depth) without the use of special headgear, glasses, something that affects vision, or anything for eyes on the part of the viewer. Because headg ...
displays. The effect can be unpleasant and cause eye strain. Two main ocular responses can be distinguished - vergence of eyes and accommodation. Both of these mechanisms are crucial in stereoscopic vision. Vergence or independent inward/outward rotation of eyes is engaged to fixate on objects and perceive them as single. Incorrect vergence response can cause double vision. Accommodation is the eye’s focusing mechanism and it is engaged to produce a sharp image on a retina. Both of these mechanisms are neurally linked forming the accommodation-convergence reflex of eyes. One can distinguish vergence distance – a distance of a point towards which both eyes are converging, and an accommodation distance – a distance of a region in space towards which the focus or refractive power of the crystalline lens has been adjusted to produce a sharp image on the retina. In normal conditions the human visual system expects vergence and accommodation distances to match. When viewing most artificial 3D images or displays, vergence and accommodation distances for the most part are mismatched. The human visual system has not evolved to view these types of artificial 3D images comfortably, so VAC can be a very unpleasant sensation for the viewer. VAC is often encountered when viewing
stereograms Stereoscopy (also called stereoscopics, or stereo imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word ''stereoscopy'' derives . Any stereoscopic image is ...
,
3D movies 3D films are motion pictures made to give an illusion of three-dimensional solidity, usually with the help of special glasses worn by viewers. They have existed in some form since 1915, but had been largely relegated to a niche in the motion pict ...
, or
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
(VR). It can cause visual fatigue and headaches after a short period of time; It is one of the main contributors to
virtual reality sickness Virtual reality sickness, or VR sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, ...
. The phenomenon can make it impossible to focus on objects close to the eye in VR, limiting the development of VR software. VAC is very difficult to overcome when designing new types of
3D display A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer 3D displays such ...
s.


Effects

People playing 3D video games have often reported that their eyes hurt afterward or that the 3D effect is disorienting. This is because of VAC. There is not a strong consensus on the extent of visual damage, if any, that may occur due to overexposure to VAC. Even though this is the case, users of classic stereoscopic devices report being unable to look at the 3D screen for a long period of time.


Measure of VAC

The vergence-accommodation conflict or mismatch can be quantized and typically it is expressed in Diopters. In this context, Diopter can be understood as the reciprocal  value of distance. The difference between the vergence distance and the accommodation distance expressed in diopters characterizes the extent of vergence accommodation conflict. In the example of a virtual reality head-mounted display – the accommodation distance corresponds to the distance of the virtual image plane. Often the optics is designed to place a virtual screen somewhere between 2 meters and infinity. That is, for a virtual display at a 2-meter distance, the target accommodation distance expressed in diopters would be 0.5 D. In contrast, the vergence distance in a stereoscopic display can change freely – based on the location of target content. For example, a virtual object by means of binocular disparity can be placed at a 30 cm distance, corresponding to 3.33 Diopters. In such a case, the experienced VAC for a person with normal vision would be 3.33-0.5=2.83 diopters.


Physiology

The vergence-accommodation conflict is caused due to factors in human physiology like the accommodation reflex. VAC occurs when the human brain receives mismatching cues between vergence and accommodation. It often causes headaches and visual fatigue. The vergence-accommodation conflict is one of the main causes of
virtual reality sickness Virtual reality sickness, or VR sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, ...
. It must be noted that most people can tolerate some extent of VAC, without noticeable onset of adverse effects. While it depends on a particular person and viewing distance, VAC of around up to 0.4 Diopters is within comfort limits of most people. The vergence-accommodation conflict can have permanent effects on eyesight. Children under the age of six are recommended to avoid 3D displays that cause VAC. Most 3D displays up until and through the 2010s cause VAC.


Causes


Virtual and augmented reality

All first-generation VR and
augmented reality Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
(AR) headsets are fixed-focus devices that can cause VAC. Popular examples of these devices include the Oculus Quest 2,
HTC Vive VIVE, sometimes referred to as HTC Vive, is a virtual reality brand of HTC Corporation. It consists of hardware like its titular virtual reality headsets and accessories, virtual reality software and services, and initiatives that promote appl ...
, and the Microsoft HoloLens. VAC can be experienced by bringing a virtual object very close to one's eyes in the headset and trying to focus on it. Not all 3D displays cause the vergence-accommodation conflict. New types of displays are being developed that do not cause VAC, such as holographic displays and light field displays.


Other causes

VAC can also be experienced when using other technologies, including: *when viewing a stereogram through a
stereoscope A stereoscope is a device for viewing a stereoscopic pair of separate images, depicting left-eye and right-eye views of the same scene, as a single three-dimensional image. A typical stereoscope provides each eye with a lens that makes the ima ...
*when viewing an autostereogram using an eye defocusing technique *when viewing 3D cinema and 3D TV (not as pronounced as other kinds of media like VR) * autostereoscopic displays, such as the one found in the
Nintendo 3DS The is a handheld game console produced by Nintendo. It was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generati ...


Mitigations

VR and AR hardware companies often ask software developers not to show virtual content too close to the user in the devices. However, this is only a software mitigation and often times the effect can still be noticed.


Solutions

The solution to the vergence-accommodation conflict is to avoid looking at anything which causes the phenomenon. In VR and AR, new types of displays have been developed since the 2010s that can minimize or eliminate VAC to non-issue levels. These displays include varifocal, multifocal, holographic
pin-mirror
and light field displays. Varifocal display is a concept explored mainly in VR display solutions. The basic principle relies on dynamically adjusting focal distance of displays based on the gaze direction. The technique requires eye-tracking solution and means of modulating focal distance of a screen. Modulation of a focal distance can be, for example
physical actuation of the screen
�in relation to a fixed eyepiece optics, alternatively it can be utilization of varifocal lens element(s). While varifocal approach mitigates or entirely solves VAC, it cannot convey realistic monocular focus cues. To try and add realism, these techniques rely o
image processing techniques to simulate focus ques.
    Multifocal displays are another way of overcoming VAC. The principle of operation relies on availability of multiple image focal planes (screens), which from the perspective of a viewer are available simultaneously at all times. This gives the ability to accommodate eyes within the available range of focal distances and perceive realistic monocular focus (image blur) cues similarly to natural viewing conditions. Essentially multifocal displays discretize the depth dimension and split or slice the 3D content according to the available configuration of depth planes to minimize VAC. The topic of multifocal displays has been generously researched for at least severa
decades
nevertheless, there is only a limited offering of commercially availabl
multifocal
�near-eye displays. Light field displays are one of the best ways to solve the vergence-accommodation conflict. They share features with integral imaging displays.
SeeReal Technologies SeeReal Technologies GmbH is a Dresden-based company focusing on the development of 3D displays. It is owned by its Luxembourg parent company SeeReal Technologies S.A., which is responsible for marketing, partnering and IP licensing. The firm was ...
, a manufacturer of displays for 3D-enabled mobile devices, claim that their displays can generate visuals that do not have fixed accommodation. The company developed the display used in the Takee 1 smartphone. However, SeeReal's solution requires
eye tracking Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research ...
, which can limit the 3D capabilities of the displays such as the
field of view The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation. Human ...
of the 3D effect.


See also

*
Accommodative convergence Accommodative convergence is that portion of the range of inward rotation of both eyes (i.e. convergence) that occurs in response to an increase in optical power for focusing by the crystalline lens (i.e. accommodation).Cassin, B. and Solomon, S. ...
*
Binocular vision In biology, binocular vision is a type of vision in which an animal has two eyes capable of facing the same direction to perceive a single three-dimensional image of its surroundings. Binocular vision does not typically refer to vision where an ...
*
Depth perception Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis ...
*
Health effects of 3D The health effects of 3D are the aspects in which the human body is altered after the exposure of three-dimensional (3D) graphics. These health effects typically only occur when viewing stereoscopic, autostereoscopic, and multiscopic displays. Ne ...
* Holographic display * Multiscopy *
Polarized 3D system A polarized 3D system uses polarization glasses to create the illusion of three-dimensional images by restricting the light that reaches each eye (an example of stereoscopy). To present stereoscopic images and films, two images are projected s ...
*
Stereopsis Stereopsis () is the component of depth perception retrieved through binocular vision. Stereopsis is not the only contributor to depth perception, but it is a major one. Binocular vision happens because each eye receives a different image becaus ...


References


External links

* * {{Stereoscopy Stereoscopy Binocular rivalry Visual disturbances and blindness