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A '''focal conflict''' is when a brain receives mismatching cues between eyes' [[focus]] and [[vergence]]. The effect can be unpleasant and cause eye strain. This can happen with fixed-focus biscopic displays, such as the [[Meta Quest]], [[Oculus Rift]], and [[HoloLens]].
A '''focal conflict''' is when a brain receives mismatching cues between eyes' [[focus]] and [[vergence]]. The effect can be unpleasant and cause eye strain. This can happen with fixed-focus biscopic displays, such as the [[Meta Quest]], [[Oculus Rift]], and [[HoloLens]].
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Focal conflict can occur in [[virtual reality]] devices, [[augmented reality]] devices, and binocular flat focus autostereoscopic displays.
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Focal conflict can occur in [[virtual reality]] gadgets, [[augmented reality]] gadgets, and binocular flat focus autostereoscopic displays.
Focal conflict can be encountered when viewing flat-focus [[stereogram]]s, [[3D movie]]s, or [[virtual reality]] (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]]. The phenomenon can make it impossible to focus on objects close to the eye in VR, limiting the development of VR software.<ref name=facebook>{{Citation |title=Vergence-Accommodation Conflict: Facebook Research Explains Why Varifocal Matters For Future VR |url=https://www.youtube.com/watch?v=YWA4gVibKJE |language=en |access-date=2022-09-26| others=This sequence of clips is taken from Douglas Lanman's talk 'Quality Screen Time: Leveraging Computational Displays for Spatial Computing' at the 33d annual Electronic Imaging Symposium (26-30 January 2020)}}</ref>
Focal conflict can be encountered when viewing flat-focus [[stereogram]]s, [[3D movie]]s, or [[virtual reality]] (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]]. The phenomenon can make it impossible to focus on objects close to the eye in VR, limiting the development of VR software.<ref name=facebook>{{Citation |title=Vergence-Accommodation Conflict: Facebook Research Explains Why Varifocal Matters For Future VR |url=https://www.youtube.com/watch?v=YWA4gVibKJE |language=en |access-date=2022-09-26| others=This sequence of clips is taken from Douglas Lanman's talk 'Quality Screen Time: Leveraging Computational Displays for Spatial Computing' at the 33d annual Electronic Imaging Symposium (26-30 January 2020)}}</ref>
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== Effects ==
== Effects ==
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Focal conflict is part of why VR and 3D media causes eye strain and is disorienting.<ref>{{Cite web |title=Is it normal the 3DS effect hurt my eyes? - Nintendo 3DS |url=https://gamefaqs.gamespot.com/boards/997614-nintendo-3ds/72524629 |access-date=2022-09-26 |website=gamefaqs.gamespot.com}}</ref> There is not a strong consensus on the extent of visual damage, if any, that may occur due to overexposure to vergence-focal conflict. 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.<ref>{{Cite web |title=Is Your Nintendo 3DS Bad for Your Health? |url=https://www.pcmag.com/archive/is-your-nintendo-3ds-bad-for-your-health-262584 |access-date=2022-09-26 |website=PCMAG |language=en}}</ref>
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Focal conflict is part of why VR and 3D media causes eye strain and is disorienting.<ref>{{Cite web |title=Is it normal the 3DS effect hurt my eyes? - Nintendo 3DS |url=https://gamefaqs.gamespot.com/boards/997614-nintendo-3ds/72524629 |access-date=2022-09-26 |website=gamefaqs.gamespot.com}}</ref> There is not a strong consensus on the extent of visual damage, if any, that may occur due to overexposure to vergence-focal conflict. Even though this is the case, users of classic stereoscopic gadgets report being unable to look at the 3D screen for a long period of time.<ref>{{Cite web |title=Is Your Nintendo 3DS Bad for Your Health? |url=https://www.pcmag.com/archive/is-your-nintendo-3ds-bad-for-your-health-262584 |access-date=2022-09-26 |website=PCMAG |language=en}}</ref>
== Measurement ==
== Measurement ==
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==Causes==
==Causes==
===Virtual and augmented reality===
===Virtual and augmented reality===
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Examples of fixed-focus biscopic devices that can cause focal conflict include the [[Oculus Quest 2]], [[HTC Vive]], [[Valve Index]] and the [[Microsoft HoloLens]]. Focal conflict can be experienced by bringing a virtual object very close to one's eyes in the headset and trying to focus on it.<ref>{{Citation |title=Vergence-Accommodation Conflict: Facebook Research Explains Why Varifocal Matters For Future VR |url=https://www.youtube.com/watch?v=YWA4gVibKJE |language=en |access-date=2022-09-22|publisher=VR Trailers & Clips|date =18 July 2020| via=YouTube|format=Video}}</ref>
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Examples of fixed-focus biscopic gadgets that can cause focal conflict include the [[Oculus Quest 2]], [[HTC Vive]], [[Valve Index]] and the [[Microsoft HoloLens]]. Focal conflict can be experienced by bringing a virtual object very close to one's eyes in the headset and trying to focus on it.<ref>{{Citation |title=Vergence-Accommodation Conflict: Facebook Research Explains Why Varifocal Matters For Future VR |url=https://www.youtube.com/watch?v=YWA4gVibKJE |language=en |access-date=2022-09-22|publisher=VR Trailers & Clips|date =18 July 2020| via=YouTube|format=Video}}</ref>
Stereoscopic displays such as [[holographic display]]s and [[light field display]]s can remove the problem.<ref name="kramida" />
Stereoscopic displays such as [[holographic display]]s and [[light field display]]s can remove the problem.<ref name="kramida" />
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==Mitigations==
==Mitigations==
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VR and AR hardware companies often ask software developers not to show virtual content too close to the user in the devices.<ref>{{Cite web |title=Comfort - Mixed Reality |url=https://learn.microsoft.com/en-us/windows/mixed-reality/design/comfort |access-date=2022-09-22 |website=learn.microsoft.com |date=19 October 2021 |language=en-us}}</ref><ref>{{Cite web |date=2019-08-26 |title=Magic Leap Developer - Game Design: Best Practices |url=https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |url-status=live |archive-url=https://web.archive.org/web/20220922071934/https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |archive-date=2022-09-22 |access-date=2022-09-22 |website=Magic Leap Developer}}</ref> However, this is only a software mitigation and often times the effect can still be noticed.
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VR and AR hardware companies often ask software developers not to show virtual content too close to the user in the gadgets.<ref>{{Cite web |title=Comfort - Mixed Reality |url=https://learn.microsoft.com/en-us/windows/mixed-reality/design/comfort |access-date=2022-09-22 |website=learn.microsoft.com |date=19 October 2021 |language=en-us}}</ref><ref>{{Cite web |date=2019-08-26 |title=Magic Leap Developer - Game Design: Best Practices |url=https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |url-status=live |archive-url=https://web.archive.org/web/20220922071934/https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |archive-date=2022-09-22 |access-date=2022-09-22 |website=Magic Leap Developer}}</ref> However, this is only a software mitigation and often times the effect can still be noticed.
==Solutions==
==Solutions==
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[http://www.creal.com CREAL], a near-eye display manufacturer for AR headsets/glasses, developed a light field display technology that projects the light rays just like they exist in the real world. This way, the virtual content has a real depth, and each eye can change focus naturally between the virtual objects, from up close to infinity.
[http://www.creal.com CREAL], a near-eye display manufacturer for AR headsets/glasses, developed a light field display technology that projects the light rays just like they exist in the real world. This way, the virtual content has a real depth, and each eye can change focus naturally between the virtual objects, from up close to infinity.
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[[SeeReal Technologies]], a manufacturer of displays for 3D-enabled mobile devices, claim that their displays can generate visuals that do not have fixed focus.<ref>{{Cite book|chapter-url=https://www.spiedigitallibrary.org/conference-proceedings-of-spie/6803/68030M/Large-holographic-displays-as-an-alternative-to-stereoscopic-displays/10.1117/12.766163.full|chapter=Large holographic displays as an alternative to stereoscopic displays|first1=R.|last1=Häussler|first2=A.|last2=Schwerdtner|first3=N.|last3=Leister|editor-first1=Andrew J |editor-first2=Nicolas S |editor-first3=John O |editor-last1=Woods |editor-last2=Holliman |editor-last3=Merritt |title=Stereoscopic Displays and Applications XIX |date=29 February 2008|publisher=SPIE|volume=6803|pages=219–227|via=www.spiedigitallibrary.org|doi=10.1117/12.766163|s2cid=62176480 }}</ref> The company developed the display used in the [[Takee 1]] smartphone.<ref>{{Cite web |last=Kano3D |date=2020-12-29 |title=Takee 1: The first Holographic Smartphone gets a new Update after 6 Years! |url=https://www.tridimensional.info/2020/12/takee-1-the-first-holographic-smartphone-gets-a-new-update-after-6-years/ |access-date=2022-09-28 |website=Tridimensional.info |language=en-US}}</ref> However, SeeReal's solution requires [[eye tracking]], which can limit the 3D capabilities of the displays such as the [[field of view]] of the 3D effect.{{citation needed|date=October 2022}}
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[[SeeReal Technologies]], a manufacturer of displays for 3D-enabled mobile gadgets, claim that their displays can generate visuals that do not have fixed focus.<ref>{{Cite book|chapter-url=https://www.spiedigitallibrary.org/conference-proceedings-of-spie/6803/68030M/Large-holographic-displays-as-an-alternative-to-stereoscopic-displays/10.1117/12.766163.full|chapter=Large holographic displays as an alternative to stereoscopic displays|first1=R.|last1=Häussler|first2=A.|last2=Schwerdtner|first3=N.|last3=Leister|editor-first1=Andrew J |editor-first2=Nicolas S |editor-first3=John O |editor-last1=Woods |editor-last2=Holliman |editor-last3=Merritt |title=Stereoscopic Displays and Applications XIX |date=29 February 2008|publisher=SPIE|volume=6803|pages=219–227|via=www.spiedigitallibrary.org|doi=10.1117/12.766163|s2cid=62176480 }}</ref> The company developed the display used in the [[Takee 1]] smartphone.<ref>{{Cite web |last=Kano3D |date=2020-12-29 |title=Takee 1: The first Holographic Smartphone gets a new Update after 6 Years! |url=https://www.tridimensional.info/2020/12/takee-1-the-first-holographic-smartphone-gets-a-new-update-after-6-years/ |access-date=2022-09-28 |website=Tridimensional.info |language=en-US}}</ref> However, SeeReal's solution requires [[eye tracking]], which can limit the 3D capabilities of the displays such as the [[field of view]] of the 3D effect.{{citation needed|date=October 2022}}
==See also==
==See also==