The eye blink rate, a major human physiological response, directly affects ocular diseases, such as keratitis and dry eye syndrome. It has been shown that the eye blink rate in normal eyes has a certain frequency for individuals, from 6–30 times/min. It was suggested in a previous study that the eye blink rate can be decreased during the viewing of high-intensity and realistic content. Therefore, in this paper, we examine the change of the eye blink rate during the HMD (head-mounted display) viewing of VR (virtual reality) contents; accordingly, we propose an algorithm to measure the eye blink rate as well as compare and analyze this rate in three different environments (natural, monitor, and HMD). We confirmed that IPD (interpupillar...
As our society is ageing globally, neurodegenerative disorders are becoming a relevant issue. Asses...
Purpose: to evaluate spontaneous blink rate (SEBR) and percentage of incomplete blinks in different ...
: Virtual reality (VR) has been integrated and used with smartphones as one of the digital entertain...
International audiencePurpose: Blinking plays an important role in protecting the eyes, and the use ...
Virtual reality (VR) headsets are becoming remarkably well-known nowadays, especially in gaming indu...
On average, humans blink between eight and 21 times per minute while resting. Eye actions are influe...
With the development of 3D displays, user’s eye fatigue has been an important issue when viewing the...
Prolonged focus on computer screens, tablets, e-readers, and cell phones – Video Display Terminals (...
2019 Copyright held by the owner/author(s). We compared the cybersickness produced when a virtual en...
The aim of this work was to study blink frequency changes and levels of ocular discomfort during wor...
International audienceVisual discomfort is an important factor in determining QoE in 3DTV. It can be...
Blinking has been reported as a marker of ocular surface homeostasis change in adult patients, espec...
We present a dataset of eye-movement recordings obtained in virtual reality during videogame play. 1...
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-ba...
The human visual system evolved in environments with statistical regularities. Binocular vision is a...
As our society is ageing globally, neurodegenerative disorders are becoming a relevant issue. Asses...
Purpose: to evaluate spontaneous blink rate (SEBR) and percentage of incomplete blinks in different ...
: Virtual reality (VR) has been integrated and used with smartphones as one of the digital entertain...
International audiencePurpose: Blinking plays an important role in protecting the eyes, and the use ...
Virtual reality (VR) headsets are becoming remarkably well-known nowadays, especially in gaming indu...
On average, humans blink between eight and 21 times per minute while resting. Eye actions are influe...
With the development of 3D displays, user’s eye fatigue has been an important issue when viewing the...
Prolonged focus on computer screens, tablets, e-readers, and cell phones – Video Display Terminals (...
2019 Copyright held by the owner/author(s). We compared the cybersickness produced when a virtual en...
The aim of this work was to study blink frequency changes and levels of ocular discomfort during wor...
International audienceVisual discomfort is an important factor in determining QoE in 3DTV. It can be...
Blinking has been reported as a marker of ocular surface homeostasis change in adult patients, espec...
We present a dataset of eye-movement recordings obtained in virtual reality during videogame play. 1...
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-ba...
The human visual system evolved in environments with statistical regularities. Binocular vision is a...
As our society is ageing globally, neurodegenerative disorders are becoming a relevant issue. Asses...
Purpose: to evaluate spontaneous blink rate (SEBR) and percentage of incomplete blinks in different ...
: Virtual reality (VR) has been integrated and used with smartphones as one of the digital entertain...