Objective: Virtual reality (VR) is a promising tool for training motor skills. Though, the vergence-accommodation conflict (VAC) is a significant, unavoidable issue of VR headsets. VAC is caused by decoupling two highly synchronized visual information processes: the eye lenses focuses on a fixed distance (accommodation), while the eyes converge at the perceived target distance (vergence). This leads to lower efficacy in motor planning and control. The impact of VAC on learning transfer is yet unknown. Method: Using a manual motor task in reaching distance, we will compare learning transfer between VR and real world under different VAC conditions. Due to its focal distance, the device has a small VAC at reaching distance, but the VAC will be manipulated using modified lenses, inducing a large VAC, leading to a maximal decoupling. 180 participants will be randomly assigned to one of three groups (small VAC, large VAC, real-world controls), age ranges from 18 -30 years. Expected Results: We expect a significant interaction between VAC level and time. Training in large VAC condition would lead to more errors and longer task completion times in the real-world setting compared to small VAC conditions. Outcome: To fully exploit the potential of VR, an in-depth problem-oriented understanding of the sensorimotor mechanisms that may limit transfer is of central importance. This study will provide insights for the learning transfer using VR applications in specific motor interventions such as rehabilitation and practice tasks in peri-personal space.

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Depth Perception in Virtual Reality: Effects of Vergence Accommodation Conflict (VAC) on Learning Transfer

  • Sarah A. Aeschlimann,
  • Fred W. Mast,
  • Matthias Ertl

摘要

Objective: Virtual reality (VR) is a promising tool for training motor skills. Though, the vergence-accommodation conflict (VAC) is a significant, unavoidable issue of VR headsets. VAC is caused by decoupling two highly synchronized visual information processes: the eye lenses focuses on a fixed distance (accommodation), while the eyes converge at the perceived target distance (vergence). This leads to lower efficacy in motor planning and control. The impact of VAC on learning transfer is yet unknown. Method: Using a manual motor task in reaching distance, we will compare learning transfer between VR and real world under different VAC conditions. Due to its focal distance, the device has a small VAC at reaching distance, but the VAC will be manipulated using modified lenses, inducing a large VAC, leading to a maximal decoupling. 180 participants will be randomly assigned to one of three groups (small VAC, large VAC, real-world controls), age ranges from 18 -30 years. Expected Results: We expect a significant interaction between VAC level and time. Training in large VAC condition would lead to more errors and longer task completion times in the real-world setting compared to small VAC conditions. Outcome: To fully exploit the potential of VR, an in-depth problem-oriented understanding of the sensorimotor mechanisms that may limit transfer is of central importance. This study will provide insights for the learning transfer using VR applications in specific motor interventions such as rehabilitation and practice tasks in peri-personal space.