User Comfort in VR/AR Headsets: A Mathematical Investigation into Ergonomic and Functional Limitations of Eye Tracking Technology

This case study focuses on quantifying the impact of saccadic eye movements in VR/AR environments, which differ from natural conditions and contribute to visual discomfort. We develop a predictive model based on VR/AR usage characteristics and suggest ergonomic improvements for these systems. Our methodology involves constructing a mathematical model to analyze saccadic phenomena and their relationship with visual strain, aiming to mimic natural eye movements to enhance comfort and promote wider adoption of VR/AR technologies. Key research questions include: (a) How do saccadic movements in VR/AR differ from natural conditions and affect visual discomfort? (b) Can we predict visual discomfort from these movements using VR/AR characteristics? And (c) What design changes can reduce discomfort in VR/AR headsets? We also stress the need for standardized metrics in testing VR and AR devices to ensure safety and comfort, advocating for industry-wide benchmarks to prevent health issues and enhance user experience.

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Publication Details

Journal
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Published
2024-08-29
DOI
https://doi.org/10.1177/10711813241263510
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.74
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article

User Comfort in VR/AR Headsets: A Mathematical Investigation into Ergonomic and Functional Limitations of Eye Tracking Technology

Jasmine Roberts, Steven Christian
2 citations
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Virtual Reality Applications and Impacts
0.74
article

User Comfort in VR/AR Headsets: A Mathematical Investigation into Ergonomic and Functional Limitations of Eye Tracking Technology

Jasmine Roberts, Steven Christian
article en
2 citations

Abstract

This case study focuses on quantifying the impact of saccadic eye movements in VR/AR environments, which differ from natural conditions and contribute to visual discomfort. We develop a predictive model based on VR/AR usage characteristics and suggest ergonomic improvements for these systems. Our methodology involves constructing a mathematical model to analyze saccadic phenomena and their relationship with visual strain, aiming to mimic natural eye movements to enhance comfort and promote wider adoption of VR/AR technologies. Key research questions include: (a) How do saccadic movements in VR/AR differ from natural conditions and affect visual discomfort? (b) Can we predict visual discomfort from these movements using VR/AR characteristics? And (c) What design changes can reduce discomfort in VR/AR headsets? We also stress the need for standardized metrics in testing VR and AR devices to ensure safety and comfort, advocating for industry-wide benchmarks to prevent health issues and enhance user experience.

Proceedings of the Human Factors and Ergonomics Society Annual MeetingVol. 68(1)
Microsoft (United States) (US), University of Nevada, Reno (US)
Industry, innovation and infrastructure
Openalex Percentile: Top 29%
Virtual Reality Applications and Impacts
0.74
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