Abstract

The purpose of our study was investigation of the peculiarities of human visual perception in virtual environment created on the basis of stereo technologies. The participants were 100 adults aged from 17 to 79 years (40 males and 60 females, average age 32,9 years). Observation of virtual stereo objects was provided by computer software “Fusion” created for measuring visual fusion reserves which characterize the quality of binocular mechanisms of stereo perception. Test stimuli were random dot stereograms (RDSs) encoding a square test object moving from the screen to the observer. Separate presentation of the stimuli to the left and right eyes was based on the opposite circular polarization method. The participant’s task was to observe virtual stereo objects and describe perceived vi- sual images: their sizes, positions in depth and directions of movement. It has been found that, in conditions of view- ing the same virtual stereo objects, the participants with normally functioning mechanisms of binocular stereopsis could perceive quite different stereo images. On the basis of the perceived stereo image parameters, all participants were divided into four types. The described phenomena and the identified typology of spatial perceptual stereo effects could be considered as the consequences of restructuring interaction of visual sensory, accommodative and oculo-motor mechanisms involved in visible image formation when adapting to a virtual environment.

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