In this case, additional computations were performed to calculate the vergence angles from raw eye tracker data because the vergence angles were not supplied in the eye tracker output. The eye tracker collected eye gaze data, which were used to calculate the eye vergence angle. To conduct this study, we used eye-tracking, 3D stereoscopic displays, and trigonometric computations. However, this model can be implemented only in a sophisticated device when the eye tracker is embedded in an interactive virtual reality setup, such as a head-mounted display. A complex model of the eyes–head–neck and a biomechanics model of the eyes are required to simulate eye–head coordination. Vergence angles have been compared in matching (theoretical) and conflicting (actual) viewing conditions using ocular biomechanics and eye-tracking techniques 2. Many studies have been conducted to investigate the vergence–accommodation conflict in the visual system, especially the vergence eye movement system, by measuring changes in vergence and accommodation 9, 10. This condition presents a challenge in developing stereoscopic 3D. In contrast, a flat display is associated with cues of focus and blurring of objects on the retina, resulting in a conflict between vergence and accommodation 9. The 3D display provides depth cues through the simulated scene, including occlusion, shading, size, and binocular disparity 6, 9. The conflict arises when 3D objects are shown on flat displays. Nonetheless, immersion in a virtual environment leads to a conflict between vergence and accommodation, also known as a vergence–accommodation conflict (VAC) 9. A negative feedback mechanism keeps them roughly in sync and keeps them controlled. Vergence and accommodation generally work together to produce sharp images. It results from the eye's response to changes in depth, which affect its vergence and accommodation. In this case, the change in disparity eliminates binocular vision, making a confusing double image (diplopia) appear. This phenomenon occurs due to unexpected changes in an object's location or camera angle. However, if the object is simply a series of images displayed on a flat screen, the eye will easily become confused or lose track of the object's point of interest. This ability allows humans to increase their focus on various objects in the environment they are observing 8. Humans have the ability to form mental images. Furthermore, immersion in virtual environments (VEs) for an extended period can result in symptoms of visual fatigue, including headaches, nausea, eye strain, diplopia, and dizzindess 2, 5, 6, 7. However, it is challenging to generate stereoscopic 3D images from two good images 4. The stereoscopic 3D effect should not be distracting because consumers prioritize naturalness, convenience, and appearance. Despite significant advances in image display, image generation, post-processing, and capture techniques, the current and future quality of stereoscopic 3D technology is still viewed with scepticism by many consumers. They have been transformed from expensive devices requiring expertise and extensive set-ups to inexpensive and easy-to-use devices with a rapidly growing market for technology and application 2, 3. Virtual reality (VR) headsets are becoming more affordable to a wider population, including adults and children. Virtual reality (VR) and augmented reality (AR) have long been influential in the collective imagination 1.
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