3 ms·
Thanks for the note, I'll add some more caveats to that section; I don't really know anything about the human vision system. Do you know of any better mathemati
by tb100 11y ago
Thanks for the note, I'll add some more caveats to that section; I don't really know anything about the human vision system. Do you know of any better mathematical models of human perception that I could use to produce more accurate mock-ups?
I've tried on some of the glasses from Meta and Epson that consist of more traditional micro-displays and optics to set a fixed virtual focus plane a couple of metres away. It's definitely possible to shift attention between the real and the virtual, and not feel too distracted even with relatively busy background scenes (using some of the "shades" definitely helps to boost contrast of the virtual content though). When real and virtual are at different focal planes it seemed to make maintaining attention on the virtual content easier, and stereo also seems to help with that.
However the true promise of "Mixed Reality" experiences are when you don't have to choose to attend to real or virtual, but simply look at a part of the combined scene. When virtual and real are so closely connection it seems likely to me that the depth of the virtual content would need to be matched with to the depth of the real world, so the virtual and real focal planes would be the same and the user would lose the ability to use depth cues to direct attention.
If real and virtual are at the same depth, how would you imagine the scene would look? Is the additive mock-up still unrealistic?