RESEARCH interests in three-dimensional (3-D) displays

Similar documents
Computational Near-Eye Displays: Engineering the Interface Between our Visual System and the Digital World. Gordon Wetzstein Stanford University

Active Aperture Control and Sensor Modulation for Flexible Imaging

ECEN 4606, UNDERGRADUATE OPTICS LAB

Analysis of retinal images for retinal projection type super multiview 3D head-mounted display

Head Mounted Display Optics II!

Laboratory 7: Properties of Lenses and Mirrors

Chapter 36. Image Formation

doi: /

Opto Engineering S.r.l.

Chapter 36. Image Formation

The eye, displays and visual effects

Resolving the Vergence-Accommodation Conflict in Head-Mounted Displays

E X P E R I M E N T 12

Application of 3D Terrain Representation System for Highway Landscape Design

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21

Discriminating direction of motion trajectories from angular speed and background information

Chapter 25. Optical Instruments

Einführung in die Erweiterte Realität. 5. Head-Mounted Displays

Basic Principles of the Surgical Microscope. by Charles L. Crain

Chapter Ray and Wave Optics

A Low Cost Optical See-Through HMD - Do-it-yourself

Lenses- Worksheet. (Use a ray box to answer questions 3 to 7)

Laser Telemetric System (Metrology)

Chapter 18 Optical Elements

Compact camera module testing equipment with a conversion lens

Laser Scanning 3D Display with Dynamic Exit Pupil

Reading: Lenses and Mirrors; Applications Key concepts: Focal points and lengths; real images; virtual images; magnification; angular magnification.

Using molded chalcogenide glass technology to reduce cost in a compact wide-angle thermal imaging lens

Magnification, stops, mirrors More geometric optics

IMAGE SENSOR SOLUTIONS. KAC-96-1/5" Lens Kit. KODAK KAC-96-1/5" Lens Kit. for use with the KODAK CMOS Image Sensors. November 2004 Revision 2

DISPLAY metrology measurement

Bias errors in PIV: the pixel locking effect revisited.

Overcoming Vergence Accommodation Conflict in Near Eye Display Systems

Imaging Systems for Eyeglass-Based Display Devices

Haptic control in a virtual environment

Ron Liu OPTI521-Introductory Optomechanical Engineering December 7, 2009

Perceived depth is enhanced with parallax scanning

Image Characteristics and Their Effect on Driving Simulator Validity

A high-resolution optical see-through headmounted display with eyetracking capability

Panoramic imaging. Ixyzϕθλt. 45 degrees FOV (normal view)

TESTING VISUAL TELESCOPIC DEVICES

Opti 415/515. Introduction to Optical Systems. Copyright 2009, William P. Kuhn

Optical Design with Zemax

COPYRIGHTED MATERIAL. Overview

UNITY VIA PROGRESSIVE LENSES TECHNICAL WHITE PAPER

Section 3. Imaging With A Thin Lens

Optical System Design

Be aware that there is no universal notation for the various quantities.

Tobii T60XL Eye Tracker. Widescreen eye tracking for efficient testing of large media

Vision. The eye. Image formation. Eye defects & corrective lenses. Visual acuity. Colour vision. Lecture 3.5

Towards Quantifying Depth and Size Perception in 3D Virtual Environments

Virtual Reality Technology and Convergence. NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7

COPYRIGHTED MATERIAL OVERVIEW 1

Psychophysics of night vision device halo

Subjective Image Quality Assessment of a Wide-view Head Mounted Projective Display with a Semi-transparent Retro-reflective Screen

THE RELATIVE IMPORTANCE OF PICTORIAL AND NONPICTORIAL DISTANCE CUES FOR DRIVER VISION. Michael J. Flannagan Michael Sivak Julie K.

1.6 Beam Wander vs. Image Jitter

The Human Visual System!

Big League Cryogenics and Vacuum The LHC at CERN

Cameras have finite depth of field or depth of focus

Chapter 34 Geometric Optics

Determining MTF with a Slant Edge Target ABSTRACT AND INTRODUCTION

Observational Astronomy

Virtual Reality Technology and Convergence. NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7

Imaging Instruments (part I)

AP Physics Problems -- Waves and Light

Performance Factors. Technical Assistance. Fundamental Optics

Implementation of Adaptive Coded Aperture Imaging using a Digital Micro-Mirror Device for Defocus Deblurring

PROCEEDINGS OF SPIE. Measurement of low-order aberrations with an autostigmatic microscope

MULTIPLE SENSORS LENSLETS FOR SECURE DOCUMENT SCANNERS

25 cm. 60 cm. 50 cm. 40 cm.

the dimensionality of the world Travelling through Space and Time Learning Outcomes Johannes M. Zanker

Tangents. The f-stops here. Shedding some light on the f-number. by Marcus R. Hatch and David E. Stoltzmann

Introduction. Related Work

Chapter 34. Images. Copyright 2014 John Wiley & Sons, Inc. All rights reserved.

This experiment is under development and thus we appreciate any and all comments as we design an interesting and achievable set of goals.

Optics: Lenses & Mirrors

Extended depth of field for visual measurement systems with depth-invariant magnification

INTRODUCTION THIN LENSES. Introduction. given by the paraxial refraction equation derived last lecture: Thin lenses (19.1) = 1. Double-lens systems

Virtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9

MULTIPLE CHOICE. Choose the one alternative that best completes the statement or answers the question.

Lens Design II. Lecture 11: Further topics Herbert Gross. Winter term

APPLICATIONS FOR TELECENTRIC LIGHTING

PHYSICS FOR THE IB DIPLOMA CAMBRIDGE UNIVERSITY PRESS

Electrowetting-Based Variable-Focus Lens for Miniature Systems

Copyright 2009 SPIE and IS&T. This paper was (will be) published in Proceedings Electronic Imaging 2009 and is made available as an electronic

Design of Temporally Dithered Codes for Increased Depth of Field in Structured Light Systems

Week IV: FIRST EXPERIMENTS WITH THE ADVANCED OPTICS SET

CMS Note Mailing address: CMS CERN, CH-1211 GENEVA 23, Switzerland

Supplementary Materials

Cardinal Points of an Optical System--and Other Basic Facts

CHAPTER 5 FINE-TUNING OF AN ECDL WITH AN INTRACAVITY LIQUID CRYSTAL ELEMENT

User Interfaces in Panoramic Augmented Reality Environments

Virtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015

OPTICAL SYSTEMS OBJECTIVES

Criteria for Optical Systems: Optical Path Difference How do we determine the quality of a lens system? Several criteria used in optical design

Assignment X Light. Reflection and refraction of light. (a) Angle of incidence (b) Angle of reflection (c) principle axis

Real-Time Scanning Goniometric Radiometer for Rapid Characterization of Laser Diodes and VCSELs

Holographic Stereograms and their Potential in Engineering. Education in a Disadvantaged Environment.

A mobile head-worn projection display

Transcription:

IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 381 A Novel Prototype for an Optical See-Through Head-Mounted Display with Addressable Focus Cues Sheng Liu, Student Member, IEEE, Hong Hua, Member, IEEE, and Dewen Cheng Abstract We present the design and implementation of an optical see-through head-mounted display (HMD) with addressable focus cues utilizing a liquid lens. We implemented a monocular bench prototype capable of addressing the focal distance of the display from infinity to as close as 8 diopters. Two operation modes of the system were demonstrated: a vari-focal plane mode in which the accommodation cue is addressable, and a time-multiplexed multi-focal plane mode in which both the accommodation and retinal blur cues can be rendered. We further performed experiments to assess the depth perception and eye accommodative response of the system operated in a vari-focal plane mode. Both subjective and objective measurements suggest that the perceived depths and accommodative responses of the user match with the rendered depths of the virtual display with addressable accommodation cues, approximating the real-world 3-D viewing condition. Index Terms Three-dimensional displays, mixed and augmented reality, focus cues, accommodation, retinal blur, convergence, user studies. Ç 1 INTRODUCTION RESEARCH interests in three-dimensional (3-D) displays have endured for decades, spanning the fields of flight simulation, scientific visualization, education and training, telemanipulation and telepresence, and entertainment systems. Many approaches to 3-D displays have been proposed in the past, including head-mounted displays (HMDs) [1], [2], [3] projection-based immersive displays [4], volumetric displays [5], [6], [7], and holographic displays [8]. Among the various 3-D display technologies, HMDs provide a good balance on affordability and unique capabilities. For instance, HMDs offer solutions to mobile displays for wearable computing, while in the domain of augmented reality, they are one of the enabling technologies for merging virtual views with physical scenes [9], [10]. Despite much significant advancement on stereoscopic HMDs over the past decades, there exist many technical and usability issues preventing the technology from being widely accepted for many demanding applications and daily usage. Many psychophysical and usability studies have suggested the association of various visual artifacts with the long-term usage of stereoscopic HMDs, such as. S. Liu and H. Hua are with the 3-D Visualization and Imaging Systems Laboratory, College of Optical Sciences, University of Arizona, 1630 East University Boulevard, Tucson, AZ 85721. E-mail: {sliu, hhua}@optics.arizona.edu.. D. Cheng is with the 3-D Visualization and Imaging Systems Laboratory, College of Optical Sciences, University of Arizona, 1630 East University Boulevard, Tucson, AZ 85721, and the Department of Opto-electronic Engineering, Beijing Institute of Technology, China. E-mail: dcheng@optics.arizona.edu. Manuscript received 10 Feb. 2009; revised 18 June 2009; accepted 29 July 2009; published online 10 Aug. 2009. Recommended for acceptance by M.A. Livingston, R.T. Azuma, O. Bimber, and H. Saito. For information on obtaining reprints of this article, please send e-mail to: tvcg@computer.org, and reference IEEECS Log Number TVCGSI-2009-02-0027. Digital Object Identifier no. 10.1109/TVCG.2009.95. apparent distortion in perceived depth [11], [12], visual fatigue [13], [14], diplopic vision [15], and degradation in oculomotor responses [16]. Although many factors may contribute to those artifacts from the engineering perspective, such as poor image quality, limited eye relief, and inappropriate inter-pupillary distance (IPD) setup, one of the underlying causes attributes to the discrepancy between accommodation and convergence [13], [15], [17]. Accommodation refers to the focus action of the eye, where the shape of the crystalline lens is adjusted to see objects at different depths, while convergence refers to the convergent rotation of the eyes, where the visual axes are brought to intersect at a 3-D object in space. In a real-world viewing condition, these two oculomotor cues are tightly coupled with each other so that the convergence depth coincides with the accommodation depth. Despite the fact that most existing stereoscopic displays are capable of rendering a wide range of depth cues such as occlusion, linear perspective, motion parallax, and binocular disparity cues to a great accuracy similar to the real-world viewing condition [18], [19], they present the projection of a 3-D scene on a fixed two-dimensional (2-D) image plane, and thus, lack the ability to correctly render both accommodation and retinal blur cues. Depth perceptions in these stereoscopic displays, therefore, suffer the discrepancy between binocular disparity cues, which specify objects at a range of convergence depths, and focus cues (accommodation and retinal blur), which are tied with the fixed focal distance. Contrary to the natural vision, all objects in stereoscopic displays, regardless of their location in depth, are seen sharp if the viewer focuses on the fixed image plane, or all objects are seen blurred if the user s accommodation varies with eye convergence. Many studies have investigated the adverse consequences attributed to the lack of focus cues. For instance, Watt et al. suggested that inappropriate focus cues in stereoscopic displays will adversely affect the depth perception, through both direct and indirect means by image 1077-2626/10/$26.00 ß 2010 IEEE Published by the IEEE Computer Society

382 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 blur and disparity scaling [12]. Inoue and Ohzu suggested that stereoscopic users may perceive a flattened scene rather than the 3-D scene with rendered depths specified by the binocular disparity cues [16]. Such problems may become severe in two common types of viewing conditions: one in which virtual objects need to be presented across a wide range of distances to the user, from very close to far away (e.g., driving simulators); and one in which the display is used to augment a relatively close real-world scene with virtual objects and information (e.g., surgical training). The latter condition is very common in optical see-through stereoscopic displays for augmented reality applications. 1.1 Related Work Recently, vari-focal and multi-focal plane stereo displays have been proposed [1], [3], [20], [21], [22], [23], [24], [25], [26], aiming to render correct or near-correct focus cues. Unlike traditional stereoscopic displays, these approaches enable the addressability of focus cues in a stereoscopic display either by providing dynamic control of the focal distance through an active optical method [1], [20], [21], [23], or by presenting multiple focal planes at an equal dioptric spacing [3], [22], [24], [25] or in an arbitrary configuration [26]. Different from volumetric displays [5], [6], [7] in which all voxels within a volumetric space have to be rendered at a flicker-free rate regardless of the viewer s point-of-interest (PoI), these vari-focal or multi-focal approaches are relatively more computationally efficient, while being able to reduce the discrepancy artifacts to various extents. In general, these approaches can be categorized into timemultiplexed or spatial-multiplexed method. In a time-multiplexed approach, the focal distance of a single plane 2-D display device is usually controlled either through a mechanical mechanism or an active optical element for focusing adjustment. For instance, Shiwa et al. achieved accommodation compensation by moving a relay lens in the HMD optical system [20] and Shibata et al. achieved a similar function by axially translating the microdisplay mounted on a microcontrolled stage [23]. The dynamic control of the focal distance may be achieved by a handheld device or by the eye gaze of a user. These approaches should be more precisely categorized as a varifocal plane method rather than a multi-focal plane display in the sense that they provide dynamic addressability of the accommodation cue rather than render virtual objects on multiple focal planes at a flicker-free rate. In order to achieve the multi-focal plane capability, these approaches require a fast active optical element to replace the mechanical mechanism for focusing adjustment, as well as a 2-D display technology with multi-magnitude of faster refresh rate than existing displays. More recently, researchers proposed a see-through retinal scanning display (RSD) implemented with a deformable membrane mirror (DMM) device [1], [21]. In this design, a nearly collimated laser beam is modulated and scanned across the field of view (FOV) to generate pixels on the retina. In the meantime, correct focus cues can be rendered on a pixel by pixel basis by defocusing the laser beam through the DMM. However, in order to achieve a full color and flicker-free multi-focal plane stereo display, the practical development of such a technology requires fast addressing speed on both the laser beam and the active optical element for up to MHz. In addition, rendering each pixel by a beam-scanning mechanism limits the compatibility of such systems with existing 2- D display and rendering techniques. In a spatial-multiplexed approach, multi-focal plane capability is achieved by the usage of multiple 2-D displays. For instance, Rolland et al. proposed to use a thick microdisplay stack, consisting of 14 layers of equally spaced (in dioptric spacing) planar displays, to form focal planes in an HMD that divide the whole volumetric space from infinity to 2 diopters [3]. An optimal separation between two adjacent focal planes turns out to be 1/7 diopter by taking into account visual acuity, stereoacuity, and pupil size of the human visual system (HVS). Although this approach allows for rendering multiple focal planes in parallel and reduces the speed requirements for the display technology, the practical implementation of such a method is challenged by the lack of stack displays with high transmittance and by the demand for computational power to simultaneously render a stack of 2-D images of a 3-D scene based on the geometric depth. Recently, Akeley et al. presented a proof-of-concept display prototype by using a sparse stack of three display planes, which were created by optically splitting an LCD panel into three subregions that appear to be placed along the visual axis with an equal spacing of 0.67 diopter [22]. The implementation, however, was impractical to be miniaturized for a portable system. Multi-focal plane displays can also be constructed with an arbitrary configuration of 2-D displays. More recently, Lee et al. [26] demonstrated a depth-fused 3-D (DFD) display prototype by projecting 2-D images onto multiple immaterial FogScreens, with either a stack or an L-shaped configuration. User studies evaluated the effectiveness of their prototype on 3-D perception, but their current technology does not reach the 3-D fidelity of stereoscopy due to registration errors and fog turbulence. 1.2 Contribution In this paper, we present the design and implementation of an optical see-through HMD prototype with addressable focus cues for improved depth perception. Inspired by the accommodative capability of the crystalline lens in the HVS, a liquid lens was adopted into a conventional stereoscopic HMD, enabling addressable focus cues continuously from optical infinity to as close as 8 diopters. Unlike the mechanical focusing methods [20], [23] and the RSD design based on a reflective DMM device [1], [21], the transmissive nature of a liquid lens allows for a relatively compact and practical HMD layout, not only without moving components but also without compromising the range of focus cues. Based on a proof-of-concept monocular bench prototype, we explored two types of the addressability of the focus cues that the proposed system can deliver: one in a variable single-focal plane mode and the other in a time-multiplexed multi-focal plane mode. In the vari-focal plane mode, the accommodation cue of the virtual display can be continuously addressed from far to near distances and vice versa. Combined with a 3-D handheld device with 6 degrees-offreedom (6-DOFs), the prototype allows correctly rendering the accommodation cue of a virtual object arbitrarily manipulated in a 3-D world. In the time-multiplexed

LIU ET AL.: A NOVEL PROTOTYPE FOR AN OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAY WITH ADDRESSABLE FOCUS CUES 383 Fig. 1. Schematic design of the optical see-through HMD with addressable focal planes. multi-focal plane mode, the liquid lens, synchronized with the graphics hardware and microdisplay, is driven time sequentially, to render both accommodation and retinal blur cues for objects of different depths. We further discuss the speed requirements of the key elements for the development of a flicker-free multi-focal plane display. In comparison to the time-multiplexed RSD approach based on a pixelsequential method [1], using a microdisplay device to present multiple full-color 2-D images on a frame-sequential basis can remarkably decrease the requirement for the addressing speeds of the display hardware and of the active optical components. Finally, in order to evaluate the depth perception of our prototype, we conducted two user experiments: a depth judgment task and user accommodative response measurement. The results of depth judgment tasks suggest that in a monocular viewing condition without presenting pictorial and binocular depth cues, the perceived distance matches with the focus setting of the vari-focal plane display. The results of accommodative response measurements further validate that the accommodative responses of the eye match with the rendered depths of the display prototype. 2 SYSTEM SETUP To enable the addressability of focal planes in an optical seethrough HMD, we used an active optical element liquid lens. Based on the electrowetting phenomenon [27], [28], the liquid lens demonstrates a varying optical power from 5 to 20 diopters by applying an AC voltage from 32 to 60 Vrms [29]. This lens is capable of dynamically controlling the focal distance of an HMD, from infinity to as close as 8 diopters. Based on this simple concept, Fig. 1 illustrates a schematic design of an optical see-through HMD with addressable focal planes [30]. The system consists of four major components: a microdisplay, a focusing lens, a beam splitter (BS), and a spherical mirror. The lens, drawn as a simplified singlet in Fig. 1, is composed of an accommodation lens (e.g., the liquid lens) with varying optical power A and an objective lens with a constant optical power O. The two lenses together form an intermediate image of the microdisplay on the left side of the spherical mirror. The spherical mirror then relays the intermediate image and Fig. 2. Photographs of (a) the monocular bench prototype of an optical see-through HMD with addressable focal planes, (b) the liquid lens, and (c) the SpaceTraveler. redirects the light toward the viewer s eye through the BS. Since the liquid lens is the limiting stop of the HMD optics, it is placed at or near the center of radius curvature (O SM )of the spherical mirror so that a conjugate exit pupil is formed through the BS. Placing the eye at the conjugate pupil position, the viewer sees both the virtual image of the microdisplay and the real world through the BS. Indicated by the dashed and solid lines, respectively, in Fig. 1, as the accommodation lens changes its optical power from high (I) to low (II), the intermediate image will be displaced toward (I ) or away from (II ) the focal plane (f SM ) of the spherical mirror. Correspondingly, the virtual image will be formed either far (I ) or close (II ) to the eye. Based on the first-order optics, the focal distance z of the HMD, which implies the distance from the eye to the virtual image plane, is determined by ur z ¼ 2u þ R þ ur ; ð1þ where ¼ O þ A O A t denotes the combined optical power of the focusing lens, t is the separation between the objective and accommodation lenses, u is the object distance from the microdisplay to the focusing lens, and R is the radius of curvature of the spherical mirror. All distances above are defined by the sign convention in optical designs [31]. One significant advantage of the schematic design in Fig. 1 is that varying the optical power of the liquid lens does not modify the chief rays of the optical system. Therefore, the display system appears to have a fixed field of view in spite of the varying transversal magnification. This property eases the registration and calibration procedures. Based on the schematic design, we implemented a proofof-concept monocular bench prototype by using off-theshelf components, as shown in Fig. 2a. The accommodation lens is a miniature liquid lens (Arctic 320 or Arctic 314, Varioptic, Inc.) as shown in Fig. 2b, which has a varying optical power from 5 to 20 diopters with the application of an AC voltage from 32 to 60 Vrms. The liquid lens module Arctic 314 has about eight times faster response speed than the Arctic 320, but with a compromised smaller clear aperture of 2.5 mm than 3 mm of Arctic 320. The liquid lens is attached to an off-the-shelf singlet (objective lens)

384 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 correspondingly, covering almost the whole accommodative range of the HVS [33]. Fig. 3. (a) Optical power of the liquid lens and (b) focal distance of the HMD prototype versus the applied voltage on the liquid lens. with an 18 mm focal length. The image source is a 0:59 00 fullcolor organic light emitting diode (OLED) microdisplay with 800 600 pixels and a refresh rate up to 85 Hz (emagin, Inc.). The spherical mirror has a radius of curvature of 70 mm and a clear aperture of 35 mm. Based on those parametric combinations, the monocular bench prototype yields an exit pupil diameter of 33:6 mm, an eye relief of about 20 mm and a diagonal FOV of about 28 degrees at a 1.7 arcmin angular resolution if assuming the absence of optical aberrations. Fig. 3a plots the optical power of the liquid lens as a function of the applied voltage. The curve is simulated by importing specifications of the liquid lens under different driving voltages in an optical design software CODE V [32]. Fig. 3a shows two examples: when the applied voltage is 38 Vrms, the liquid lens delivers 0 diopter of optical power indicated by the flat shape of the liquid interface; when the applied voltage is 49 Vrms, the liquid lens delivers 10.5 diopters of optical power, induced by the strongly curved liquid interface. Based on the parametric selections in the bench prototype and (1), Fig. 3b plots the focal distance of the HMD as a function of the applied voltage on the liquid lens. Labeled by two solid triangle markers in Fig. 3b, driving the liquid lens at 38 and 49 Vrms corresponds to focal distances at 6 and 1 diopter, respectively. Driving the liquid lens from 32 to 51 Vrms will enable the focal distance of the HMD prototype from 12.5 cm (8 diopters) to infinity (0 diopter) 3 EXPERIMENTS Indicated in Fig. 3, the addressability of the focus cues in the see-through HMD prototype is determined by the ways to address the liquid lens. In this section, we explore two operation modes variable single-focal plane mode and time-multiplexed multi-focal plane mode. In a variable single-focal plane mode, for example, the voltage applied to the liquid lens can be dynamically adjusted through a user interface to focus the display at different focal distances, from infinity to as close as 8 diopters. This operation mode meets specific application needs, for instance, to match the accommodation cue of virtual and real objects in mixed and augmented realities. In a multi-focal plane mode, the liquid lens may be fast-switched between multiple driving voltages, to provide multiple focal distances, such as I and II in Fig. 1, time-sequentially. Synchronized with the focal plane switching, the graphics card and microdisplay are updated accordingly to render virtual objects at distances matching with the rendered focus cues of the HMD. The faster the response speed of the liquid lens and the higher the refresh rate of the microdisplay device are, the more focal planes can be presented at a flicker-free rate. As indicated in Fig. 3b, in the multi-focal plane mode, the dioptric spacing between adjacent focal planes and the overall range of accommodation cues can be controlled by changing the voltage applied to the liquid lens. Switching among various mutlifocal plane settings, or between the vari-focal plane and the multi-focal plane modes, does not require any hardware modifications. Such unique capabilities enable the flexible management of focus cues suited for a variety of applications, which desire either focal planes spanning a wide depth range or dense focal planes within a relatively smaller depth range for better accuracy. 3.1 Vari-focal Plane Display Operating the system under the variable single-focal plane mode allows for the dynamic rendering of accommodation cue, which may vary with the viewer s PoI in the viewing volume. The interaction between the user and the virtual display may be established through either a handheld input device or a 3-D eyetracker that is capable of tracking the convergence point of the left and right eyes in a 3-D space. A handheld device offers an easy and robust control of slowly changing PoI, but lacks the ability to respond to rapidly updating PoI in a pace comparable to the speed of moderate eye movements. An eyetracker interface, which may be applicable for virtual displays graphically rendered with the depth-of-field effects [34], enables a synchronized action between the focus cues of the virtual images and the viewer s eye movements, but it adds system complexity and lacks robustness. We adopted a handheld device, e.g., SpaceTraveler (3-DConnexion, Inc.) as shown in Fig. 2c, for manipulating the accommodation cue of the display in a 3- D space. In order to demonstrate the addressability of accommodation cue in a vari-focal plane mode, we set up three bar-type resolution targets along the visual axis of the

LIU ET AL.: A NOVEL PROTOTYPE FOR AN OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAY WITH ADDRESSABLE FOCUS CUES 385 Fig. 4. Video demonstrations of the 6-DOFs manipulation of a virtual torus in the vari-focal plane HMD prototype. The camcorder is focused at (a) 6 diopters (1.mov) and (b) 1 diopter (2.mov), respectively, to show the variable accommodation cues. HMD as references to the virtual objects. As shown on the left side of each subimage in Fig. 4, the three bar targets were placed 16 cm (large size), 33 cm (mid size), and 100 cm (small size), respectively, away from the exit pupil of the HMD (i.e., eye position). The periods of the bar targets are inversely proportional to their distances to the eye so that the subtended angular resolution of the grating remains constant among all targets. In Fig. 4, a virtual torus was animated as the user manipulated its positions and orientations through the interface device. In synchronization, the voltage applied to the liquid lens was adjusted matching with the distance of the virtual torus to the eye. By varying the voltage from 38 to 49 Vrms, the accommodation cue can be varied correspondingly from 6 to 1 diopter. Two video clips were captured at the exit pupil location of the prototype, with the camcorder focusing on the resolution targets at 16 cm (1.mov) and 100 cm (2.mov), respectively, to demonstrate the dynamic manipulation of the accommodation cue through the interface device. For instance, the torus can be seen sharply in the first clip (1.mov) only when it is manipulated to the near distance at 6 diopters. Similarly, the torus in the second clip (2.mov) only appears in focus when it is moved to the far distance at 1 diopter. Therefore, this example demonstrates the manipulation of a virtual object with 6-DOFs in a 3-D space, with the matching accommodation and linear perspective cues. We further demonstrate a realistic augmentation of a virtual COKE can with real objects placed at different depths, as shown in Fig. 5. The real scene consists of two real cups, one located at 40 cm from the viewer and the other at 100 cm away. Focusing the digital camera at 40 and 100 cm, Fig. 5. Two real cups, one at 40 cm and the other at 100 cm away from the eye, are realistically augmented with a virtual COKE can rendered at two different depths: (a) and (b) 40 cm; and (c) and (d) 100 cm. The digital camera was focused at (a), (d) 40 cm and (b), (c) 100 cm, respectively. respectively, Fig. 5a shows the virtual COKE can clearly rendered at a 40 cm depth, while in Fig. 5c, the can was

386 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 rendered at a 100 cm depth. In comparison, the virtual COKE can appears blurred while the digital camera was focused on the real cups at 100 cm (Fig. 5b) and 40 cm (Fig. 5d), respectively. By applying voltages of 46 and 49 Vrms, respectively, the virtual COKE can appears realistically augmented with the real cups at two different depths with correct accommodation cues. In the above examples, while a user interacts with a virtual object, its focus cues may be dynamically modified to match with its physical distance to the user, yielding a realistic augmentation with the real scene. Such capability may offer accurate depth perceptions in an augmented reality environment. Specific to a given application, there also exist numerous possibilities to develop natural user interfaces that can aid the user s interaction with the virtual displays with correct focus cues and can potentially improve the user s performance. In Section 4, we will discuss in detail about the user studies on the depth perception and accommodative response in the display prototype with addressable accommodation cues. 3.2 Time-Multiplexed Multi-focal Plane Display Although the vari-focal plane approach demonstrated potential applications in the previous section, there are enduring research interests to the development of true 3-D displays in which depth perceptions are not limited by a single or a variable focal plane that may need an eye tracker to dynamically track a viewer s PoI. As discussed in Section 1.1, compared to the volumetric displays, multi-focal plane displays leverage the accuracy on depth perception, the practicability for device implementation, and the accessibility to computational resources, as well as mainstream graphics rendering techniques. In this section, we explore the feasibility of implementing time-multiplexed multi-focal planes in an optical see-through HMD. 3.2.1 Method Similar to the RSD system with a variable focus DMM device [1], [21], adopting a liquid lens as an active optical element to control the focus cues offers the potential to develop a timemultiplexed multi-focal plane display. However, it is worth noting that there are a few major differences between our approach and the RSD technique. First, we have used a transmissive liquid lens, rather than a reflective DMM device, which enables a relatively compact and practical HMD layout without compromising the range of accommodation cue. Second, instead of addressing focus cues on a pixel-sequential basis in the RSD design, our approach uses a high-resolution full-color 2-D image source to generate multiple focal planes on a frame-sequential basis, which can remarkably relax the speed requirements for the display device and active lens. Furthermore, our approach does not require mechanical scanning to generate 2-D images. Starting with the simplest case of a dual focal plane design, the driving signal of the liquid lens and the rendering method of virtual objects are shown in Figs. 6a and 6b, respectively. Different from the vari-focal plane approach, the liquid lens is fast-switched between two driving voltages, as shown in Fig. 6a. By assuming an ideal accommodation lens with infinitely fast response speed, the accommodation cue of the HMD is consequently fast-switched between far and near distances. In synchronization with the driving signal of the Fig. 6. Driving mechanism of (a) the liquid lens and (b) rendering of virtual objects to produce a time-multiplexed dual-focal plane display. liquid lens, far and near virtual objects are rendered on two separate image frames and displayed sequentially, as shown in Fig. 6b. To create a flicker-free appearance of the virtual objects rendered sequentially at two depths, from the hardware perspective, this dual-focal plane method requires not only the microdisplay and graphical card to have a frame rate two times higher than their regular counterparts, but also a liquid lens with compatible response speed. In general, the maximally achievable frame rate f N of a time-multiplexed multi-focal plane display is given by f N ¼ f min N ; ð2þ where N is the total number of focal planes and f min is the lowest response speed (in Hz) among the microdisplay, the active optical elements, and the graphics card. The waveforms in Fig. 6 were drawn under the assumption that all of these elements can operate at ideal speed. 3.2.2 Results In our initial prototype implementation [30], the liquid lens module Arctic 320 was used. It was driven by a square wave switching between 49 and 38 Vrms, respectively, which yields focal distances of 1 and 6 diopters accordingly. The period T of the driving signal was adjustable in the rendering program. Ideally, T should be set to match the response speed of the slowest device in the system, which determines the frame rate of the dual-focal plane display. For example, if T is set to be 200 ms, matching the speed (f min ) of the slowest device in the system, the speed of the dual focal plane display will be 5 Hz and the virtual objects at the two depth ranges will appear alternately. If T is set to be 20 ms (50 Hz), faster than the slowest device (e.g., the highest refresh rate of the graphics card was 75 Hz in the initial prototype), the virtual objects will be rendered at a speed of f min =2 ¼ 37:5 Hz. The control unit of the liquid lens allows for a high-speed operation mode in which the driving voltage is updated at every 600 s to drive the liquid lens. However, the response speed of the liquid lens Arctic 320, shown as the red curve with diamond markers in Fig. 7, is in the level of 75 ms. The

LIU ET AL.: A NOVEL PROTOTYPE FOR AN OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAY WITH ADDRESSABLE FOCUS CUES 387 Fig. 9. Rendered images of (a) an unoccluded torus on the front focal plane and (b) an occluded torus on the back focal plane. Fig. 7. Time response of the liquid lens: module Arctic 320 and module Arctic 314. maximum refresh rate of the microdisplay is 85 Hz and of the graphics card used then was 75 Hz. Therefore, the liquid lens Arctic 320 was the limiting factor on speed of the dual-focal plane HMD prototype. Along with two video clips, Figs. 8a and 8b demonstrate the experimental results of the dual-focal plane display at two different periods, T, of 20 ms and 4 s, respectively, by adopting the liquid lens Arctic 320. In both examples, the focus of the camcorder was manually adjusted slowly from 100 to 16 cm. As shown in the video clip (3.mov) in Fig. 8a, the two virtual tori, one rendered at a depth of 100 cm and the other at 16 cm, appeared simultaneously with noticeable flickering effect, partially due to the relatively low frame rate (75 Hz) of the graphics card and the sampling rate of the camcorder (30 Hz). However, along with the focus change of the camera, both virtual objects appear to be either in focus or blurred at the same time. The focus cues of the two virtual objects were hardly visible due to the slow response of the Arctic 320. The video clip (4.mov) in Fig. 8b demonstrates the result with T ¼ 4 s. The two virtual objects appear alternately but with a faithful focus cue in synchronization with the focus setting of the camcorder. This clearly demonstrates the needs for much faster display and active optical element to develop practically usable multi-focal plane displays with less flickering effects. Recently, we implemented a faster liquid lens in our system to create near-correct focus cues at higher speed [35]. The liquid lens module, Arctic 314, has a response speed of about eight times faster than that of Arctic 320. The response curve of Arctic 314 to a step driving stimulus is shown as the blue curve with circle markers in Fig. 7, with a Fig. 8. Two tori at different depths are rendered sequentially by the dualfocal plane HMD prototype at a frame rate of (a) 37.5 Hz (3.mov) and (b) 0.25 Hz (4.mov). response speed of 9 ms. We further investigated two driving methods for both the liquid lens and the rendering of virtual images. By applying the driving mechanism similar to the one as shown in Fig. 6, the speed of the dualfocal plane display can be increased up to 37.5 Hz, limited by the speed of the graphics card of 75 Hz. The disadvantages, however, are the inaccurate focus cues mainly due to the shift of focal planes while the liquid lens responds to a driving signal. We then proposed a new driving method, by rendering a blank frame before rendering the image frames of both the near and far tori. Such a method prevents the longitudinal shifts of the focal planes throughout the settling period of the liquid lens. Better image quality was observed, at the cost of slower speed of 18.75 Hz and a compromised brightness level on the dual-focal plane display. In this paper, we further upgraded the graphics card to GeForce FX 5200 (NVIDIA Co.), with a maximum frame rate of 240 Hz at a 800 600 pixel resolution. Therefore, among all the active components in the system, the microdisplay with a 85 Hz frame rate becomes the limiting factor on speed. Figs. 9a and 9b show the rendered images of the front and back focal plane displays, respectively. Besides rendering the focus cues by the liquid lens, the prototype also renders pictorial cues such as occlusion and linear perspective cues to create a realistic appearance of the virtual tori in the viewing space. Fig. 10 shows the experimental results of the dual-focal plane display at 21.25 Hz by applying the new driving method in [35]. In Fig. 10a, as the digital camera focuses at 4 diopters, the torus rendered on the front image plane at 4 diopters is in sharp focus while the other torus at 1 diopter is strongly blurred, and vice versa for Fig. 10b. The correct focus cues are further demonstrated in the video clip (5.mov) in which the focus of the camcorder is manually adjusted from 4 to 1 diopter. The image flickering is noticeable in the video clip with a 21.25 Hz frame rate on the dual-focal plane display. Overall, by adopting faster liquid lens and graphics card, near-correct focus cues, including both accommodation and retinal blur, can be rendered by applying the appropriate driving method. 3.2.3 Discussions For future development on the time-multiplexed dual-focal plane HMD with satisfactory frame rates, we examined the hardware requirements for all of the active components being used in the proposed system. Shown on the left column in Table 1, potential limiting factors to the maximum speed of the dual-focal plane display are listed, including the liquid lens, the microdisplay, and the

388 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 Fig. 10. Photographs of the near and far virtual tori in a timemultiplexed dual-focal plane display with the speed of 21.25 Hz. The front and back focal planes are located at 4 and 1 diopter, respectively. The digital camera focuses on the reference targets at (a) 4 diopters and (b) 1 diopter, respectively, (5.mov). graphical card; while on the right column, the maximally achievable frame rate is derived, by assuming that the new image rendering mechanism in [35] is employed to prevent focus cue artifacts. If the liquid lens Arctic 320 is adopted in the HMD, for example, the maximally achievable frame rate of the dual-focal plane display is only 3.4 Hz; while if the liquid lens Arctic 314 is employed, the highest achievable frequency would be 27.78 Hz, in case the accommodation lens is the limiting factor on the speed of the whole system. In the currently updated system, the OLED microdisplay of 85 Hz is the slowest component, which limits the speed of the dual-focal plane display to 21.25 Hz at maximum. Whereas by assuming the graphics card of 240 Hz is the slowest, the speed of the dual-focal plane display can be increased to 60 Hz, matching with the flicker-free frequency of the HVS. Therefore, speed improvements on the timemultiplexed multi-focal plane display require not only faster active optical elements but also faster graphics hardware and microdisplays. Alternative high-speed display technologies, such as the digital micromirror device (DMD) and ferroelectric liquid crystal on silicon (FLCOS) displays, should also be considered for future system developments. 4 USER STUDY Numerous usability studies have been conducted on traditional stereoscopic displays with a fixed focal distance [11], [12], [14], [17], [36], [37], [38]. One of the widely reported adverse effects by using stereoscopic displays is the depth perception error partially attributed to the lack of TABLE 1 Hardware Evaluations for the Development of a Time-Multiplexed Dual-Focal Plane Display without Focus Cue Artifacts Fig. 11. Schematic illustration of the experimental setup for the depth judgment experiment. correct focus cues and/or the discrepancy between accommodation and convergence [11], [12], [17], [36]. To better understand how the depth perception is affected by and how the HVS responds to the addressable focal planes in the see-through HMD prototype, we performed two user studies: one is a depth judgment experiment in which we explored the perceived depth of the virtual display with respect to the variable accommodation cue rendered by the display prototype; the other is accommodative response measurement in which we quantitatively measured the accommodative response of a user to the virtual target being presented at different depths. Both experiments were carried out in a variable single-focal plane mode with a monocular bench prototype. 4.1 Depth Judgment Experiment The major purpose of the depth judgment experiment is to find out the relationship of the perceived depth of virtual objects versus the accommodation cue rendered by the active optical method. We devised a depth judgment task to evaluate depth perceptions in the HMD prototype in two viewing conditions: in Case A, a subject is asked to subjectively estimate the depth of a virtual stimulus without seeing real target references; and in Case B, a subject is asked to position a real reference target at the same perceived depth as the virtual display. 4.1.1 Experiment Setup Fig. 11 illustrates the schematic setup of the experiment. The monocular bench prototype described in Section 2 was employed as the testbed. The total FOV of the prototype is divided into the left and right halves, each of which subtends about a 8-degree FOV horizontally. The left region is either blocked by a black card (Case A) or displays a real target (Case B), while the right region displays a virtual visual stimulus. In order to minimize the influence of perspective depth cues on the depth judgment, a resolution target similar to the Siemens star in the ISO 15775 chart was employed for both the real and virtual targets, shown as the left and right insets in Fig. 11. In the experiment setup, an aperture was placed in front of the beam splitter, limiting the overall

LIU ET AL.: A NOVEL PROTOTYPE FOR AN OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAY WITH ADDRESSABLE FOCUS CUES 389 horizontal visual field to about 16 degrees to the subject s eye. Therefore, if the real target is large enough so that the subject is unable to see the edge of the real target through the aperture, the subtended angle of each white/black sector remains constant and the real target appears unchanged to the viewer, in spite of the varying distance of the target along the visual axis. On the other hand, since the liquid lens is the limiting stop of the HMD optics, the chief rays of the virtual display do not change as the lens changes its optical power. Throughout the depth judgment task, the HMD optics, together with the subject, are enclosed in a black box. The subject positions his or her head on a chin rest and only views the targets with one eye (dominant eye with normal or corrected vision) through the limiting aperture. Therefore, perspective depth cues were minimized for both the real and virtual targets as they move along the visual axis. The white arms in the real and virtual targets together divide the 2 angular space into 16 evenly spaced triangle sectors. In consequence, from the center of the visual field to the edge, the spatial frequency in the azimuthal direction drops from infinity to about 1 cycle/degree. Gazing around the center of the visual field is expected to give the most accurate judgment on perceived depths. On the optical bench, the real target was mounted on a rail and can be moved along the visual axis of the HMD. In order to avoid the accommodative dependence on the luminance, multiple light sources were employed to create a uniform illumination on the real target throughout the viewing space. The rail is about 1.5 meters long, but due to the mechanical mounts, the real target can be as close as about 15 cm to the viewer s eye, specifying the measurement range of perceived depths from 0.66 to about 7 diopters. The accommodation distance of the virtual target was controlled by applying five different voltages to the liquid lens, 49, 46.8, 44.5, 42.3, and 40 Vrms, which correspond to rendered depths at 1, 2, 3, 4, and 5 diopters, respectively. 4.1.2 Subjects Ten subjects, 8 males and 2 females, participated in the depth judgment experiments. The average age of all subjects was 28.6. Of the 10 subjects, 6 had previous experiences with stereoscopic displays, while the other 4 were from unrelated fields. All subjects under test had either normal or corrected vision. 4.1.3 Task Description The depth judgment task started with a 10-minute training session, followed by 25 consecutive trials. The task was to subjectively (Case A) and objectively (Case B) determine the depth of a virtual target displayed at one of the five depths among 1, 2, 3, 4, and 5 diopters. Each of the five depths was repeated in five trials. In each trial, the subject was first asked to close his/her eyes. The virtual stimulus was then displayed and the real target was placed randomly along the optical rail. The experimenter blocked the real target with a black board and instructed the subject to open his/ her eyes. The subject was then asked to subjectively estimate the perceived depth of the virtual target and rate its depth as Far, Middle, or Near accordingly (Case A). The blocker of the real target was then removed. Following the subject s instruction, the experimenter moved the real target along the optical rail in directions in which the real target appears to approach the depth of the virtual target. The subject made fine depth judgment by repeatedly moving the real target backward and forward from the initial judged position until he/she determined that the virtual and real targets appear to collocate at the same depth. The position of the real target was then recorded as the objective measurement of the perceived depth of the virtual display in Case B. Considering that all the depth cues except the accommodation cue were minimized in the subjective experiment (Case A), we expected that the depth estimation accuracy would be low. Therefore, we disregarded the subjective depth estimations for stimuli at 2 and 4 diopters in order to avoid low-confidence, random guess. Only virtual targets at 1, 3, and 5 diopters were considered as valid stimuli, corresponding to Far, Middle, and Near depths, respectively. In order to counter potential learning effects, the order of the first five trials, with depths of 1, 2, 3, 4, and 5-D, respectively, was counterbalanced among the 10 subjects using a double Latin Square design. The remaining 20 trials for each subject were then generated by random orders. An additional requirement was that two consecutive trials have different rendered depths. Overall, 10 25 trials were performed with 150 valid data points being collected for the subjective experiment and 250 data points for the objective experiment. After completing all of the trials, each subject was asked to fill out a questionnaire, asking how well he/she can perceive depth without (Case A) or with (Case B) seeing the real reference target. The subject was given three choices, ranking his/her sense of depth as Strong, Medium, or Weak in both Cases A and B. 4.1.4 Results We first analyzed the data of the subjective assessments of the perceived depth in the viewing condition without the real target references (Case A). For each subject, we counted the number of correct and incorrect depth estimations among the 15 trials to compute the error rate. For example, when the virtual target was presented at 5 diopters, the correct count would increase by 1 only if the subject estimated the perceived depth as Near; otherwise (either Middle or Far), the error count would increase by 1. Similar counting method was applied to stimuli displayed at 3 diopters and 1 diopter. The average error rate for each subject was quantified by the overall error count divided by 15. Fig. 12 plots the error rate (blue solid bars with deviations) for each of the subjects. The error rates among 10 subjects vary between 0.07 and 0.33, with an average value of 0.207 and a standard deviation of 0.08, which corresponds to about 1 error within every 5 estimates, on average. The standard deviation of the error rate, however, varies significantly among subjects, ranging from 0 (S3 and S8) to 0.23 (S2, S5, and S6). In the same figure, we further plotted the subjective ranking (red textured bars) on the sense of depth in Case A, obtained from the questionnaire responses. Interestingly, although the subjects were unaware of their performances on the depth estimation through the experiment, in the end, some of the subjects ranked the difficulty level on depth estimation in agreement with their

390 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 Fig. 12. Average error rate (blue solid bars with errors) and subjective ranking (red textured bars) on depth perception for all subjects, under the viewing condition without presenting real reference targets (Case A). average error rates. For instance, in Fig. 12, subjects S4, S6, and S10 correspond to relatively higher error rates of 0.27, 0.27, and 0.27, respectively, than other subjects, and they also gave lower ranking on depth perceptions (Weak, Weak, and Weak, respectively); Subject S9 has the lowest error rate of 0.07 and his rank on the perception of depth is Strong; Subjects S1 and S5, however, have somewhat conflicting perception rankings against their error rates. The average ranking among the 10 subjects for depth estimation without real references is within the Weak to Medium range, as will be shown later (refer to Fig. 14). Overall, based on a pool of 10 subjects and due to the large standard deviation of the error rates in Fig. 12, we are reluctant to conclude that the ranking on depth perception agrees well with the error rate of the subjective depth estimations. However, the mean error rate for completing 15 trials is 0.207 among 10 subjects, referring to about 1 error on depth estimation within 5 trials, on average, which indicates that subjects can still perceive the rendered depth to some extent of accuracy under the monocular viewing condition, where all the depth cues except the accommodation cues were minimized. The large standard deviation (error bars in Fig. 12) and the 20 percent error rate may be explained by the weakness of accommodation as a depth cue [18], [19] and partially by the depth-of-focus (DOF) of the HVS. Further validation of the above conclusions requires a user study with a larger pool of subjects and with more trials and data. The objective measurement results of the perceived depth were then analyzed. For each subject, the perceived depth at each rendered depth, such as 5, 4, 3, 2, and 1 diopter, was computed by averaging the measurements of the five repeating virtual stimuli among the 25 trials. Then the results from 10 subjects were averaged to compute the mean perceived depth among 10 subjects. Fig. 13 plots the averaged perceived depths versus the rendered accommodation cues of the display. The black diamonds indicate the mean value of the perceived depth at each of the accommodation cues. A linear relationship was found, by linearly fitting the five data points, with a slope of 1.0169 and a correlation factor (R 2 )of 0.9995, as shown in the blue line in Fig. 13. The result suggests that, with the presence of an appropriate real target reference, the perceived depth varies linearly with the rendered depth, Fig. 13. Mean perceived depths among 10 subjects as a function of the accommodation cues rendered by the vari-focal plane HMD (Case B). creating a viewing condition similar to the real world. The depth perception can be accurate, with an average standard deviation of about 0.1 diopter among the 10 subjects. For a single subject, however, the standard deviation is a bit larger, around 0.2 diopter, which agrees with the DOF of the HVS of 0.250.3 diopter [39]. The much less standard deviation in Case B may be explained by the presence of the real reference target, which adds an extra focus cue (i.e., blurring) and helps subjects to precisely judge the depth of the rendered display. Compared to Case A without presenting real references, subjects may perceive depth better in the prototype in an augmented viewing configuration. Finally, we compared the subjective ranking data on depth perception in two cases: without (Case A) and with (Case B) a real target reference. To analyze the ranking data from different users, we assigned values of 1, 2, and 3 to the rankings of Strong, Medium, and Weak, respectively. Thus, the average ranking and the standard deviation for each viewing condition can be computed for 10 subjects. The results are plotted in Fig. 14. Indicated by a blue solid bar with an average ranking of 2.3 and with a standard deviation of 0.67, the impression on depths is within the Weak to Medium range in Case A. However, indicated by a textured red bar with an average ranking of 1.3 and with a standard deviation of 0.48, the impression on depths is within the Medium to Strong range in Case B. Fig. 14. The averaged rankings on depth perception when the real target reference is not presented (blue solid bar) and is presented (red textured bar).

LIU ET AL.: A NOVEL PROTOTYPE FOR AN OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAY WITH ADDRESSABLE FOCUS CUES 391 Despite the fact that only the focus cues were primarily relied upon for the depth judgment tasks, the results indicate that, under the monocular viewing condition without presenting perspective and binocular depth cues, the perceived depth in Case A matches with the rendered accommodation cue to some extent of accuracy, and in Case B, matches well with the rendered accommodation cue. In contrast to the usability studies on traditional stereoscopic displays that have suggested distorted and compressed perceived depths by rendering conflicting binocular disparity and focus cues [15], [16], [17], [36], the user studies in this section suggest that depth perception may be improved by appropriately rendering accommodation cues in an HMD with addressable focal planes. Similar results were also reported on a user experiment with an addressable focal plane HMD in which the addressable focal plane was achieved by the active DMM device [1], [21]. The depth judgment task described above proves the potential that the optical see-through HMD with addressable focus cues can be applied for mixed and augmented reality applications, approximating the viewing condition in the real world. 4.2 Measurements of Accommodative Response The major purpose of the accommodative response measurements is to quantify accommodative response of the HVS to the depth cues presented through our display prototype. In this experiment, the accommodative responses of the eye were measured by a near-infrared (NIR) autorefractor (RM-8000B, Topcon). The autorefractor has a measurement range of the refractive power from 20 to 20 diopters, a measurement speed of about 2 s, and an RMS measurement error of 0.33 diopter. The eye relief of the autorefractor is about 50 mm. In the objective measurement, the autorefractor was placed right in front of the BS so that the exit pupil of the autorefractor coincides with that of the see-through HMD prototype. Throughout the data acquisition procedure, the ambient lights were turned off to prevent their influences on accommodation responses. During the test, a subject with normal vision was asked to focus on the virtual display, which was presented at 1, 3, and 5 diopters, respectively, in a three-trial test. At each trial, after the subject set his or her focus on the virtual display, the accommodative response of the subject s eye was recorded at every 2 s for up to 9 measurement points. The results for one subject were plotted in Fig. 15 for the three trials corresponding to three focal distances of the virtual display and the data points were shown as three sets of blue diamonds. The red solid lines in Fig. 15 correspond to the accommodation cues rendered by the liquid lens. Although the measured accommodative response of the user fluctuates with time, the average value of the 9 measurements in each trial is 0.97, 2.95, and 5.38 diopters, with standard deviations of 0.33, 0.33, and 0.42 diopter, respectively. The averages of the accommodative responses of the user match with the accommodation cue stimuli presented by the see-through HMD prototype. 4.3 Discussion Although accommodation response may be caused by a variety of visual stimuli, such as convergence, brightness, and spatial frequency, the major observations in the user studies described above are elicited mostly by the focus Fig. 15. Objective measurements of the accommodative responses to the accommodation cues presented by the see-through HMD prototype. cues of the virtual display, by simply controlling the position of the focal plane in the monocular prototype without rendering other types of visual stimuli. The results from both subjective evaluations and objective measurements suggest that, in a monocular viewing condition without presenting perspective and binocular depth cues, the perceived depth and accommodative response match with the rendered accommodation cues. Referring to the vari-focal plane method in Section 3.1, the proposed HMD prototype can potentially yield realistic rendering of virtual objects throughout an augmented space by presenting an extra accommodation cue in traditional stereoscopic displays. Referring to the multi-focal plane method in Section 3.2, the development of the prototype at flickerfree rate would possibly allow for decreased discrepancy between accommodation and convergence. There have been increasing research interests to study the characteristics of accommodation response in stereoscopic displays [12], [16], [17], [36], [37], [38]. The addressable focal plane HMDs can be applicable to such human factor studies, whenever dynamic manipulation of the focus cues is desired. As an example, due to the lack of providing accommodation cues in traditional stereoscopic displays, it is usually difficult for such systems to investigate accommodation-induced convergence. An HMD with addressable focus cues can offer opportunities for such psychophysical studies to better understand the underlying mechanism of the stereoscopic vision. 5 CONCLUSION AND FUTURE WORK In this paper, we presented the design and implementation of a bench prototype for an optical see-through HMD with addressable focus cues, enabled by a liquid lens. The accommodation cues in a proof-of-concept bench prototype can be rendered, from optical infinity to as close as 8 diopters, either in a variable single-focal plane mode or in a time-multiplexed multi-focal plane mode. The applicability of the vari-focal plane approach was validated by integrating a user interface with 6-DOFs of manipulations of the virtual object. We also demonstrated the flexibility that the system can be operated in a time-multiplexed dualfocal plane mode without hardware modifications. We further examined the hardware requirements for the development of a flicker-free dual-focal plane see-through

392 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 16, NO. 3, MAY/JUNE 2010 HMD. Finally, we reported two experiments to evaluate the perceived depth and the accommodative responses of the eye as the accommodation cue was varied in the display prototype. The results from both user studies suggest that, in a monocular viewing condition and without rendering pictorial and binocular depth cues, a user can perceive the rendered depth and can yield appropriate accommodative responses to the variable accommodation cues. Addressable focus cues in an optical see-through HMD enable numerous possibilities for future research. From a technology development perspective, we will explore the interfaces for natural interaction between the user and virtual/augmented environments, with enhanced depth perception and less visual artifacts. We also plan to explore many candidate technologies, such as high refresh rate DMD or FLCOS displays as well as high-speed liquid lens or liquid crystal lens, to the development of the timemultiplexed multi-focal plane HMD at flicker-free rate. From the usability perspective, we may use the HMD prototype with addressable focus cues for various human factor studies, such as to explore accommodation-induced convergence in stereoscopic displays. ACKNOWLEDGMENTS The authors would like to thank Professor Martin S. Banks for his suggestions on the user study and Professor Jim Schwiegerling for providing the autorefractor for accommodative response measurements. They would also like to thank Sangyoon Lee and Leonard Brown for their discussions on the depth judgment experiment. This work was partially funded by the US National Science Foundation (NSF) grants 05-34777 and 06-44447. REFERENCES [1] B.T. Schowengerdt and E.J. Seibel, True 3-D Scanned Voxel Displays Using Single or Multiple Light Sources, J. Soc. Information Display, vol. 14, no. 2, pp. 135-143, 2006. [2] H. Hua and C.Y. Gao, Design of a Bright Polarized Head- Mounted Projection Display, Applied Optics, vol. 46, no. 14, pp. 2600-2610, 2007. [3] J.P. Rolland, M.W. Krueger, and A. Goon, Multi-focal Planes Head-Mounted Displays, Applied Optics, vol. 39, no. 19, pp. 3209-3215, 2000. [4] C. Cruz-Neira, D.J. Sandin, and T.A. DeFanti, Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE, Proc. 20th Ann. Conf. Computer Graphics and Interactive Techniques, pp. 135-142, 1993. [5] A. Sullivan, A Solid-State Multi-Planar Volumetric Display, Proc. Soc. Information Display (SID) Symp. Digest of Technical Papers, vol. 34, pp. 1531-1533, 2003. [6] G.E. Favalora, J. Napoli, D.M. Hall, R.K. Dorval, M.G. Giovinco, M.J. Richmond, and W.S. Chun, 100 Million-Voxel Volumetric Display, Proc. SPIE, pp. 300-312, 2002. [7] E. Downing, L. Hesselink, J. Ralston, and R.A. Macfarlane, A Three-Color, Solid-State, Three-Dimensional Display, Science, vol. 273, no. 5279, pp. 1185-1189, 1996. [8] J.F. Heanue, C.B. Matthew, and L. Hesselink, Volume Holographic Storage and Retrieval of Digital Data, Science, vol. 265, no. 5173, pp. 749-752, 1994. [9] R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre, Recent Advances in Augmented Reality, IEEE Computer Graphics and Applications, vol. 21, no. 6, pp. 34-47, Nov./Dec. 2001. [10] H. Hua, Merging the Worlds of Atoms and Bits: Augmented Virtual Environments, Optics and Photonics News, vol. 17, no. 10, pp. 26-33, 2006. [11] G.K. Edgar, J.C.D. Pope, and I.R. Craig, Visual Accommodation Problems with Head-Up and Helmet Mounted Displays, Displays, vol. 15, no. 2, pp. 68-75, 1994. [12] S.J. Watt, K. Akeley, M.O. Ernst, and M.S. Banks, Focus Cues Affect Perceived Depth, J. Vision, vol. 5, no. 10, pp. 834-862, 2005. [13] M. Mon-Williams, J.P. Wann, and S. Rushton, Binocular Vision in a Virtual World: Visual Deficits Following the Wearing of a Head- Mounted Display, Ophthalmic and Physiological Optics, vol. 13, no. 4, pp. 387-391, 1993. [14] J. Sheedy and N. Bergstrom, Performance and Comfort on Near- Eye Computer Displays, Optometry and Vision Science, vol. 79, no. 5, pp. 306-312, 2002. [15] J.P. Wann, S. Rushton, and M. Mon-Williams, Natural Problems for Stereoscopic Depth Perception in Virtual Environments, Vision Research, vol. 35, no. 19, pp. 2731-2736, 1995. [16] T. Inoue and H. Ohzu, Accommodative Responses to Stereoscopic Three-Dimensional Display, Applied Optics, vol. 36, no. 19, pp. 4509-4515, 1997. [17] D.M. Hoffman, A.R. Girshick, K. Akeley, and M.S. Banks, Vergence-Accommodation Conflicts Hinder Visual Performance and Cause Visual Fatigue, J. Vision, vol. 8, no. 3, pp. 1-30, 2008. [18] J.E. Cutting, Reconceiving Perceptual Space, Looking into Pictures: An Interdisciplinary Approach to Pictorial Space, H. Hecht, M. Atherton, and R. Schwartz, eds., pp. 215-238, MIT Press, 2003. [19] R.T. Surdick, E.T. Davis, R.A. King, and L.F. Hodges, The Perception of Distance in Simulated Visual Displays: A Comparison of the Effectiveness and Accuracy of Multiple Depth Cues across Viewing Distances, Presence-Teleoperators and Virtual Environments, vol. 6, no. 5, pp. 513-531, 1997. [20] S. Shiwa, K. Omura, and F. Kishino, Proposal for a 3-D Display with Accommodative Compensation: 3-DDAC, J. Soc. Information Display, vol. 4, pp. 255-261, 1996. [21] S.C. McQuaide, E.J. Seibel, J.P. Kelly, B.T. Schowengerdt, and T.A.A. Furness, A Retinal Scanning Display System That Produces Multiple Focal Planes with a Deformable Membrane Mirror, Displays, vol. 24, no. 2, pp. 65-72, 2003. [22] K. Akeley, S.J. Watt, A.R. Girshick, and M.S. Banks, A Stereo Display Prototype with Multiple Focal Distances, Proc. ACM SIGGRAPH, pp. 804-813, 2004. [23] T. Shibata, T. Kawai, K. Ohta, M. Otsuki, N. Miyake, Y. Yoshihara, and T. Iwasaki, Stereoscopic 3-D Display with Optical Correction for the Reduction of the Discrepancy between Accommodation and Convergence, J. Soc. Information Display, vol. 13, no. 8, pp. 665-671, 2005. [24] S. Suyama, S. Ohtsuka, H. Takada, K. Uehira, and S. Sakai, Apparent 3-D Image Perceived from Luminance-Modulated Two 2-D Images Displayed at Different Depths, Vision Research, vol. 44, no. 8, pp. 785-793, 2004. [25] H. Kuribayashi, M. Date, S. Suyama, and T. Hatada, A Method for Reproducing Apparent Continuous Depth in a Stereoscopic Display Using Depth-Fused 3-D Technology, J. Soc. Information Display, vol. 14, no. 5, pp. 493-498, 2006. [26] C. Lee, S. DiVerdi, and T. Höllerer, Depth-Fused 3-D Imagery on an Immaterial Display, IEEE Trans. Visualization and Computer Graphics, vol. 15, no. 1, pp. 20-32, Jan./Feb. 2009. [27] D. Graham-Rowe, Liquid Lenses Make a Splash, Nature- Photonics, pp. 2-4, Sept. 2006. [28] S. Kuiper and B.H.W. Hendriks, Variable-Focus Liquid Lens for Miniature Cameras, Applied Physics Letters, vol. 85, no. 7, pp. 1128-1130, 2004. [29] http://www.varioptic.com, 2009. [30] S. Liu, D.W. Cheng, and H. Hua, An Optical See-Through Head- Mounted Display with Addressable Focal Planes, Proc. IEEE/ ACM Int l Symp. Mixed and Augmented Reality (ISMAR 08), pp. 33-42, 2008. [31] J.E. Greivenkamp, Field Guide to Geometrical Optics. SPIE Press, 2004. [32] http://www.opticalres.com, 2009. [33] B.A. Wandell, Foundations of Vision. Sinauer Assoc. Inc., 1995. [34] P. Rokita, Generating Depth-of-Field Effects in Virtual Reality Applications, IEEE Computer Graphics and Applications, vol. 16, no. 2, pp. 18-21, Mar. 1996. [35] S. Liu and H. Hua, Time-Multiplexed Dual-Focal Plane Head- Mounted Display with a Liquid Lens, Optics Letters, vol. 34, no. 11, pp. 1642-1644, 2009.

LIU ET AL.: A NOVEL PROTOTYPE FOR AN OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAY WITH ADDRESSABLE FOCUS CUES 393 [36] H. Davis, D. Buckley, R.E.G. Jacobs, D.A.A. Brennand, and J.P. Frisby, Accommodation to Large Disparity Stereograms, J. Am. Assoc. Pediatric Ophthalmology and Strabismus (AAPOS), vol. 6, no. 6, pp. 377-384, 2002. [37] J.P. Rolland, D. Ariely, and W. Gibson, Towards Quantifying Depth and Size Perception in Virtual Environments, Presence: Teleoperators and Virtual Environments, vol. 4, no. 1, pp. 24-49, 1995. [38] J.E. Swan, A. Jones, E. Kolstad, M.A. Livingston, and H.S. Smallman, Egocentric Depth Judgments in Optical, See-Through Augmented Reality, IEEE Trans. Visualization and Computer Graphics, vol. 13, no. 3, pp. 429-442, May/June 2007. [39] F.W. Campbell, The Depth of Field of the Human Eye, Optica Acta, vol. 4, pp. 157-164, 1957. Sheng Liu received the BS and MS degrees in physics from Tsinghua University, China. He is currently working toward the PhD degree in the College of Optical Sciences at the University of Arizona. His research interests include novel three-dimensional displays, optical design, and visual optics. He is a student member of the IEEE. Hong Hua received the BSE and PhD degrees with honors in optical engineering from Beijing Institute of Technology, China, in 1994 and 1999, respectively. She is currently an associate professor in the College of Optical Sciences at the University of Arizona. She is directing the 3-D Visualization and Imaging Systems Laboratory. Her current research interests include three-dimensional displays, optical engineering, virtual and augmented reality, and 3-D humancomputer interaction. She is a member of the IEEE and the IEEE Computer Society. Dewen Cheng received the BS degree from Beijing Institute of Technology, China in 2002. He is currently working toward the PhD degree in the College of Optical Sciences at the University of Arizona. His research interests include novel head-mounted display systems and free-form optical imaging system design.. For more information on this or any other computing topic, please visit our Digital Library at www.computer.org/publications/dlib.