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There may be a human visual system response similar to the [[vestibulo-ocular reflex]] in a system without positional tracking that can be counteracted using a long focal distance for something that is displayed. This concept can be built into a software system that has an IMU attached by disabling the nearest parts of the image if the head moves, to avoid VOR discomfort.
There may be a human visual system response similar to the [[vestibulo-ocular reflex]] in a system without positional tracking that can be counteracted using a long focal distance for something that is displayed. This concept can be built into a software system that has an IMU attached by disabling the nearest parts of the image if the head moves, to avoid VOR discomfort.
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Near-eye displays (NEDs) project images into a viewer’s eyes, creating a virtual image in their field of view. The image appears at a distance, and larger than the small display panel and optics used to create it. However, according to [[Doug Lanman]] and Luebke (2013), these kind of displays have a fundamental problem: the unaided human eye cannot accommodate (focus) on objects placed in close proximity.<ref name=”1”> Bhakta, V.R., Richuso, J. and Jain, A. (2014). DLP Technology for Near Eye Display. Retrieved from http://www.ti.com/lit/wp/dlpa051/dlpa051.pdf</ref><ref name=”2”> Lanman, D. and Luebke, D. (2013). Near-Eye Light Field Displays. ACM Transactions on Graphics, 32(6)</ref><ref name=”3”> Stanford University. Near-Eye Light Field Displays. Retrieved from https://talks.stanford.edu/douglas-lanman-near-eye-light-field-displays/</ref>
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Near-eye displays (NEDs) project images into a viewer’s eyes, creating a virtual image in his field of view. The image appears at a distance, and larger than the small display panel and optics used to create it. However, according to [[Doug Lanman]] and Luebke (2013), these kind of displays have a fundamental problem: the unaided human eye cannot accommodate (focus) on objects placed in close proximity.<ref name=”1”> Bhakta, V.R., Richuso, J. and Jain, A. (2014). DLP Technology for Near Eye Display. Retrieved from http://www.ti.com/lit/wp/dlpa051/dlpa051.pdf</ref><ref name=”2”> Lanman, D. and Luebke, D. (2013). Near-Eye Light Field Displays. ACM Transactions on Graphics, 32(6)</ref><ref name=”3”> Stanford University. Near-Eye Light Field Displays. Retrieved from https://talks.stanford.edu/douglas-lanman-near-eye-light-field-displays/</ref>
NEDs are also known as [[Head-mounted Display|head-mounted displays]] (HMDs) and encompass electronic viewfinders. Bhakta et al. (2014) referred that “near-eye displays are the headphones of the display world, creating small, portable, personal viewing experiences.” They have several advantages over traditional displays, such has a compact size, being lightweight, demanding low power, and can be see-through, being able to produce a virtual image that looks like a big screen TV from a small form factor. Furthermore, NEDs can be placed in two general categories: immersive and see-through. Immersive NEDs block the user’s view of the real world, creating a large field of view image (e.g., VR headset). See-through NEDs allow for the user to see the real world, generating a transparent image or a very small opaque image that blocks a small portion of the user’s peripheral vision. Examples of see-through NEDs are [[augmented reality headset]]s or smart glasses like the [[Google Glass]] <ref name=”1”></ref><ref name=”2”></ref><ref name=”3”></ref>.
NEDs are also known as [[Head-mounted Display|head-mounted displays]] (HMDs) and encompass electronic viewfinders. Bhakta et al. (2014) referred that “near-eye displays are the headphones of the display world, creating small, portable, personal viewing experiences.” They have several advantages over traditional displays, such has a compact size, being lightweight, demanding low power, and can be see-through, being able to produce a virtual image that looks like a big screen TV from a small form factor. Furthermore, NEDs can be placed in two general categories: immersive and see-through. Immersive NEDs block the user’s view of the real world, creating a large field of view image (e.g., VR headset). See-through NEDs allow for the user to see the real world, generating a transparent image or a very small opaque image that blocks a small portion of the user’s peripheral vision. Examples of see-through NEDs are [[augmented reality headset]]s or smart glasses like the [[Google Glass]] <ref name=”1”></ref><ref name=”2”></ref><ref name=”3”></ref>.