Many previous studies have suggested that hologram provides natural parallax and an accommodative response. However, objective/quantitative measurement of holographic performance and image quality, standardized standards and methods are still insufficient. In real life, humans continue to look at external objects in parallel with long distances and near distances. Depending on the distance looking at, natural visual activity is achieved through convergence and accomodation accordingly. Besides, blink rate, one of the major visual physiological reactions in humans, is a major visual function factor that directly affects ophthalmic diseases such as corneal inflammation and xerophthalmia. In this paper, we tried to find out the influence on human visual function when watching digital hologram produced from multi-view image data through factors such as accommodative response and blink rate. In the experiment, subjects of 30 people (29.54±3.71 years old) were selected and the accommodative response and blink rate were measured. The accommodative response was measured using N-vision 5001 at a distance of 40 cm and 50 cm, respectively. For the measurement of a hologram, the film was placed at 40 cm and the reconstruction distance was set up at 50 cm to measure the accommodative response to the hologram target. Blink rate was compared and analyzed through four environments (natural state, viewing monitor, viewing VR HMD, and viewing hologram). For data analysis, SPSS' one-way repeated measures analysis of variances was used. As a result of the experiment, there was no difference between the accommodative response of the hologram target (40 cm) and the accommodative response of the physical target (50 cm). In the blink rate, it was confirmed that the normal range of blink rate appeared in the hologram viewing environment. In this study, the safety of watching digital holograms from the perspective of visual function was verified.
The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game.
It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.
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