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Journal of Graphics ›› 2024, Vol. 45 ›› Issue (3): 528-538.DOI: 10.11996/JG.j.2095-302X.2024030528

• Computer Graphics and Virtual Reality • Previous Articles     Next Articles

Research on the influence of eye movement interaction frequency on visual fatigue in virtual reality

YAN Jiahao(), LV Jian(), HOU Yukang, MO Xinzhu   

  1. Key Laboratory of Advanced Manufacturing Technology of the Ministry of Education, Guizhou University, Guiyang Guizhou 550025, China
  • Received:2023-07-31 Accepted:2023-12-07 Online:2024-06-30 Published:2024-06-11
  • Contact: LV Jian (1983-), associate professor, Ph.D. His main research interests cover virtual reality, industrial design and interactive design, etc. E-mail:jlv@gzu.edu.cn
  • About author:

    YAN Jiahao (1998-), master student. His main research interests cover virtual reality and industrial design. E-mail:314383452@qq.com

  • Supported by:
    National Natural Science Foundation of China(52065010);Science and Technology Projects in Guizhou Province([2022]2-3);Science and Technology Projects in Guizhou Province([2022] General 067)

Abstract:

To investigate whether the frequency of eye movement interaction in virtual reality (VR) causes visual fatigue in users, 25 participants were selected for a visual fatigue experiment in a VR room. Eight interaction frequencies were set within the range of 0.2 to 1.6 Hz, and each participant underwent a 20-minute experiment at each frequency. Data on pupil diameter and blink frequency were captured using the built-in eye tracker in the head-mounted display (HMD) and were then subjected to linear interpolation and noise reduction processing. Firstly, subjective evaluations of the participants were recorded using a five-level fatigue scale, and the relative change rate in pupil diameter was utilized to reflect the degree of fatigue. Then, Spearman correlation analysis was employed to explore the relationship between subjective comfort ratings and blink frequency. Additionally, Kruskal-Wallis tests were conducted to analyze the relationship between blink frequency and interaction frequency. Finally, the proposed method was validated using the FAST disassembly and assembly robot digital twin system in VR. The experimental results demonstrated that the pupil diameter variation rate was minimal at 0.6 Hz, ranging from -1.86% to 2.26%, indicating a relatively comfortable interaction frequency. The highest blink frequency was 52 blinks per minute, with the highest level of visual fatigue. Within the frequency range of 0.2 to 0.6 Hz, the participants’ visual fatigue increased as the interaction frequency decreased. However, within the range of 0.8 to 1.6 Hz, the visual fatigue increased with the increase in frequency, with the lowest blink frequency observed at 0.6 Hz. Thus, appropriate eye movement interaction frequencies can reduce the degree of visual fatigue.

Key words: virtual reality, visual fatigue, eye movement interaction, pupil diameter, blinking frequency

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