TY - JOUR
T1 - Virtual reality (VR) as a testing bench for consumer optical solutions
T2 - a machine learning approach (GBR) to visual comfort under simulated progressive addition lenses (PALs) distortions
AU - García García, Miguel
AU - Sauer, Yannick
AU - Watson, Tamara
AU - Wahl, Siegfried
N1 - Publisher Copyright: © The Author(s) 2023.
PY - 2024
Y1 - 2024
N2 - For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens’ surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given how lenses are fabricated, where in fact, astigmatism appears on the surface and cannot be entirely removed, or where non-uniform magnification becomes inherent to the power change across the lens. Some presbyopes may refer to certain discomfort when wearing these lenses for the first time, and a subset of them might never adapt. Developing, prototyping, testing and purveying those lenses into the market come at a cost, which is usually reflected in the retail price. This study aims to test the feasibility of virtual reality (VR) for testing customers’ satisfaction with these lenses, even before getting them onto production. VR offers a controlled environment where different parameters affecting progressive lens comforts, such as distortions, image displacement or optical blurring, can be inspected separately. In this study, the focus was set on the distortions and image displacement, not taking blur into account. Behavioural changes (head and eye movements) were recorded using the built-in eye tracker. We found participants were significantly more displeased in the presence of highly distorted lens simulations. In addition, a gradient boosting regressor was fitted to the data, so predictors of discomfort could be unveiled, and ratings could be predicted without performing additional measurements.
AB - For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens’ surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given how lenses are fabricated, where in fact, astigmatism appears on the surface and cannot be entirely removed, or where non-uniform magnification becomes inherent to the power change across the lens. Some presbyopes may refer to certain discomfort when wearing these lenses for the first time, and a subset of them might never adapt. Developing, prototyping, testing and purveying those lenses into the market come at a cost, which is usually reflected in the retail price. This study aims to test the feasibility of virtual reality (VR) for testing customers’ satisfaction with these lenses, even before getting them onto production. VR offers a controlled environment where different parameters affecting progressive lens comforts, such as distortions, image displacement or optical blurring, can be inspected separately. In this study, the focus was set on the distortions and image displacement, not taking blur into account. Behavioural changes (head and eye movements) were recorded using the built-in eye tracker. We found participants were significantly more displeased in the presence of highly distorted lens simulations. In addition, a gradient boosting regressor was fitted to the data, so predictors of discomfort could be unveiled, and ratings could be predicted without performing additional measurements.
KW - Addition
KW - Comfort
KW - Distortions
KW - Eye-tracking
KW - Lenses
KW - Progressive
KW - Reality
KW - Virtual
UR - http://www.scopus.com/inward/record.url?scp=85187806096&partnerID=8YFLogxK
U2 - 10.1007/s10055-023-00894-w
DO - 10.1007/s10055-023-00894-w
M3 - Article
AN - SCOPUS:85187806096
SN - 1359-4338
VL - 28
JO - Virtual Reality
JF - Virtual Reality
IS - 1
M1 - 36
ER -