binocular vision

双目视觉
  • 文章类型: Published Erratum
    [这更正了文章DOI:10.3389/fnins.2024.1349436。].
    [This corrects the article DOI: 10.3389/fnins.2024.1349436.].
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  • 文章类型: Journal Article
    背景:阅读障碍,影响阅读技能的神经发育障碍,对儿童的学习成绩和生活质量构成重大挑战。尽管其患病率和不利影响不断上升,对其与视力异常关系的理解仍然有限,特别是在像尼日利亚这样的低资源环境中。这项研究旨在评估卡诺有和没有阅读障碍的儿童的双眼视觉异常(BVA)的患病率,尼日利亚。方法:这是一家以医院为基础的,横截面,配对,在尼日利亚北部的AminuKano教学医院(AKTH)眼科诊所进行的对照研究。该研究包括2018年1月至2022年12月访问AKTH眼科诊所的学童。视力测试,外部眼睛检查和调节,进行了双眼视觉和动眼技能测试。描述性统计,独立t检验,进行了曼-惠特尼U检验和费舍尔的精确检验,显著性水平设置为p<0.05。结果:44名12±2岁儿童参加。阅读障碍儿童的视觉症状发生率高于没有阅读障碍的儿童,模糊的视觉,视觉畸变和眼睛疲劳是最常见的(p<0.05)BV症状。适应性不足),是最常见的视觉异常,有阅读障碍的儿童明显高于没有阅读障碍的儿童(45.5%vs.18.2%)。然而,其他视觉异常显示组间无显著差异。两组中双眼视觉异常的患病率都很高。双眼测试结果显示,阅读障碍儿童的距离正融合聚散恢复值明显较低(p=0.005)。在非诵读困难组中发现了所有单独的衔接不足病例。结论:研究发现,居住在尼日利亚北部的阅读障碍儿童表现出更高的视觉症状发生率,与非阅读障碍者相比,更多的适应性不足和更低的距离正融合聚散恢复值。
    Background: Dyslexia, a neurodevelopmental disorder affecting reading skills, poses significant challenges to children\'s academic performance and quality of life. Despite its rising prevalence and adverse effects, understanding of its relationship with vision anomalies remains limited, particularly in low-resource settings like Nigeria. This study aims to assess the prevalence of binocular vision anomalies (BVAs) among children with and without dyslexia in Kano, Nigeria. Methods: This is a hospital-based, cross-sectional, matched-paired, controlled study conducted at the Aminu Kano Teaching Hospital (AKTH) Eye Clinic in Northern Nigeria. The study included school children who visited the AKTH Eye Clinic from January 2018 to December 2022. Visual acuity tests, external eye examinations and accommodative, binocular vision and oculomotor skills tests were conducted. Descriptive statistics, independent t-tests, Mann-Whitney U tests and Fisher\'s exact tests were conducted, with a significance level set at p < 0.05. Results: Forty-four children aged 12 ± 2 years participated. Children with dyslexia reported higher rates of visual symptoms than those without dyslexia, Blurring vision, visual distortion and eye strain were the most prevalent (p < 0.05) BV symptoms. Accommodative insufficiency), was the most common visual abnormality, and was significantly higher in children with dyslexia than those without dyslexia (45.5% vs. 18.2%). However, other visual anomalies showed no significant difference between groups. There was a high prevalence of binocular vision anomalies in both groups. Binocular test findings showed dyslexic children had significantly lower distance positive fusional vergence recovery values (p = 0.005). All cases of convergence insufficiency alone were found in the non-dyslexic group. Conclusions: The study found that children with dyslexia residing in Northern Nigeria demonstrated higher rates of visual symptoms, more accommodative insufficiency and lower distance positive fusional vergence recovery values compared to their non-dyslexic counterparts.
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  • 文章类型: Journal Article
    视觉测距技术在无人驾驶和机器人导航等各个领域都具有广阔的前景。然而,复杂的动态环境对其准确性和鲁棒性提出了重大挑战。现有的单目视觉测距方法容易受到尺度不确定性的影响,而双目视觉测距对光照和纹理的变化很敏感。为了克服单一视觉测距的局限性,本文提出了一种基于自适应无迹卡尔曼滤波(AUKF)的单目和双目视觉测距融合方法。所提出的方法首先利用单目相机基于像素大小来估计初始距离,然后利用双目相机的三角测量原理来获得精确的深度。在这个基础上,构建了一个概率融合框架,使用AUKF动态融合单目和双目测距。AUKF采用非线性递归滤波来估计最佳距离及其不确定性,并介绍了一种自适应噪声调整机制,基于融合残差动态更新观测噪声,从而抑制异常干扰。此外,基于深度假设传播的自适应融合策略,通过结合当前环境特征和历史测量信息,自主调整AUKF的噪声先验,进一步增强了算法对复杂场景的适应性。为了验证该方法的有效性,对KITTI等大型公共数据集和在现实世界场景中收集的复杂场景数据进行了综合评估。定量结果表明,该融合方法显著提高了视觉测距的整体精度和稳定性,与单目和双目测距相比,8米范围内的平均相对误差分别降低了43.1%和40.9%,分别。与传统方法相比,该方法显著提高了测距精度,对光照变化和动态目标等因素具有较强的鲁棒性。敏感性分析进一步证实了AUKF框架和自适应噪声策略的有效性。总之,该融合方法有效地结合了单目视觉和双目视觉的优点,显著拓展了视觉测距技术在智能驾驶中的应用范围,机器人,和其他领域,同时确保准确性,鲁棒性,和实时性能。
    Visual ranging technology holds great promise in various fields such as unmanned driving and robot navigation. However, complex dynamic environments pose significant challenges to its accuracy and robustness. Existing monocular visual ranging methods are susceptible to scale uncertainty, while binocular visual ranging is sensitive to changes in lighting and texture. To overcome the limitations of single visual ranging, this paper proposes a fusion method for monocular and binocular visual ranging based on an adaptive Unscented Kalman Filter (AUKF). The proposed method first utilizes a monocular camera to estimate the initial distance based on the pixel size, and then employs the triangulation principle with a binocular camera to obtain accurate depth. Building upon this foundation, a probabilistic fusion framework is constructed to dynamically fuse monocular and binocular ranging using the AUKF. The AUKF employs nonlinear recursive filtering to estimate the optimal distance and its uncertainty, and introduces an adaptive noise-adjustment mechanism to dynamically update the observation noise based on fusion residuals, thus suppressing outlier interference. Additionally, an adaptive fusion strategy based on depth hypothesis propagation is designed to autonomously adjust the noise prior of the AUKF by combining current environmental features and historical measurement information, further enhancing the algorithm\'s adaptability to complex scenes. To validate the effectiveness of the proposed method, comprehensive evaluations were conducted on large-scale public datasets such as KITTI and complex scene data collected in real-world scenarios. The quantitative results demonstrate that the fusion method significantly improves the overall accuracy and stability of visual ranging, reducing the average relative error within an 8 m range by 43.1% and 40.9% compared to monocular and binocular ranging, respectively. Compared to traditional methods, the proposed method significantly enhances ranging accuracy and exhibits stronger robustness against factors such as lighting changes and dynamic targets. The sensitivity analysis further confirmed the effectiveness of the AUKF framework and adaptive noise strategy. In summary, the proposed fusion method effectively combines the advantages of monocular and binocular vision, significantly expanding the application range of visual ranging technology in intelligent driving, robotics, and other fields while ensuring accuracy, robustness, and real-time performance.
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  • 文章类型: Journal Article
    本文介绍了一种新颖的仿生眼睛双目视觉系统,旨在模仿人眼的自然运动。该系统提供了更广阔的视野,并增强了复杂环境中的视觉感知。与同类仿生双目相机相比,本研究开发的JEWXONBC200仿生双目相机更加微型。它只消耗2.8W的功率,这使得它非常适合移动机器人。结合轴和相机旋转可以实现更无缝的全景图像合成,因此适用于自旋转仿生双目相机。此外,结合YOLO-V8模型,相机可以准确地识别物体,如时钟和键盘。该研究为机器人视觉系统的发展提供了新思路。
    This paper describes a novel bionic eye binocular vision system designed to mimic the natural movements of the human eye. The system provides a broader field of view and enhances visual perception in complex environments. Compared with similar bionic binocular cameras, the JEWXON BC200 bionic binocular camera developed in this study is more miniature. It consumes only 2.8 W of power, which makes it ideal for mobile robots. Combining axis and camera rotation enables more seamless panoramic image synthesis and is therefore suitable for self-rotating bionic binocular cameras. In addition, combined with the YOLO-V8 model, the camera can accurately recognize objects such as clocks and keyboards. This research provides new ideas for the development of robotic vision systems.
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  • 文章类型: Journal Article
    背景:Dichopic训练已成为改善斜视患者双眼视觉功能的一种有前途的康复方法。采用前瞻性观察性研究设计,以评估基于在线视频游戏的双视训练在间歇性外斜视手术患者双眼视觉功能康复中的有效性。
    方法:选择64例间歇性外斜视手术患者,根据是否接受双联训练分为训练组和对照组。训练组进行3个月的双视训练,对照组不接受任何形式的矫正治疗。在基线时进行双眼视觉功能和偏差的评估,3个月和6个月随访。
    结果:训练组29名参与者(平均9.69±2.66岁)和对照组26名参与者(平均8.41±2.64岁)完成随访。在3个月和6个月的随访中,与对照组相比,训练组显示出更好的距离立体视觉,近立体视在6个月的随访中仅显示出显着差异。此外,在这些时间,训练组的距离外偏差漂移明显少于对照组,两组间近外向漂移无显著差异。在3个月和6个月的随访中,对照组的手术结局次优率明显更高。然而,两组的同时感知和融合功能无显著差异.
    结论:基于在线视频游戏的双床训练有可能成为间歇性外斜视患者的一种新的术后康复策略。
    BACKGROUND: Dichoptic training has emerged as a promising rehabilitation approach for improving binocular visual function in patients with strabismus. A prospective observational study design was employed to assess the effectiveness of online video game-based dichoptic training in rehabilitating binocular visual function in patients who had undergone an operation for intermittent exotropia.
    METHODS: A total of 64 patients who had undergone an operation for intermittent exotropia were recruited and divided into the training group and the control group based on whether they would receive the dichoptic training. The dichoptic training was conducted for 3 months in the training group and the control group would not accept any form of orthoptic therapy. Assessments of binocular visual functions and deviation were conducted at baseline, 3-month and 6-month follow-up.
    RESULTS: Twenty-nine participants in the training group (mean 9.69 ± 2.66 years old) and 26 participants in the control group (mean 8.41 ± 2.64 years old) completed follow-up. At both 3- and 6-month follow-ups, the training group showed superior distance stereopsis compared to the control group, with near stereopsis only showing significant difference at the 6-month follow-up. Additionally, the training group exhibited significantly less distance exo-deviation drift than the control group at these times, and no significant difference was observed in near exo-deviation drift between the groups. The control group had a significantly higher rate of suboptimal surgical outcomes at both the 3- and 6-month follow-up. However, no significant differences were observed in simultaneous perception and fusion functions between the two groups.
    CONCLUSIONS: Online video game-based dichoptic training has the potential to become a novel postoperative rehabilitation strategy for patients with intermittent exotropia.
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  • 文章类型: Journal Article
    本文的研究目的有两个:第一,讨论和分析了双目视差的概念,为了将传统的三维视觉“空气理论”与更古老的“地面理论”进行对比,“一千多年前伊本·海瑟姆首次提出。感知的“空气理论”的起源可以追溯到笛卡尔,随后是哲学家乔治·伯克利,他声称距离“看不见”,因为沿着同一视线(在空白空间中)的点都会投射到视网膜上的同一位置。然而,笛卡尔也意识到,两只眼睛的会聚角度可以解决单眼观察者的“缺失”信息的问题,从那以后,大多数视觉科学家认为,眼睛聚散在判断绝对距离和缩放视网膜大小和双眼差异方面都起着重要作用。相比之下,Al-Haytham和Gibson的“基础理论”,“它们基于在整个进化过程中和我们一生中围绕我们的纹理地平面表面的几何形状,不仅更加基于生态,而且还消除了对视差缩放的需要。
    The aims of this paper are twofold: first, to discuss and analyze the concept of binocular disparity and second, to contrast the traditional \"air theory\" of three-dimensional vision with the much older \"ground theory,\" first suggested by Ibn al-Haytham more than a thousand years ago. The origins of an \"air theory\" of perception can be traced back to Descartes and subsequently to the philosopher George Berkeley, who claimed that distance \"could not be seen\" because points lying along the same line of sight (in an empty space) would all project to the same location on the retina. However, Descartes was also aware that the angle of convergence of the two eyes could solve the problem of the \"missing\" information for the monocular observer and, since then, most visual scientists have assumed that eye vergence plays an important role both in judging absolute distance and for scaling retinal size and binocular disparities. In contrast, al-Haytham\'s and Gibson\'s \"ground theories,\" which are based on the geometry of the textured ground plane surface that has surrounded us throughout evolution and during our lifetimes, are not just more ecologically based but they also obviate the need for disparity scaling.
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  • 文章类型: Journal Article
    本研究在注意闪烁(AB)实验协议下使用RSVP任务解决了双目视觉系统中注意分布的问题。在实验1中,我们使用二磷酸RSVP来验证是否,在眼间竞争下,注意力可以由单眼通道捕获。实验2是对照实验,其中由两只或仅一只眼睛评估的单视RSVP确定实验1的单眼状况结果是否归因于将注意力分配给一只眼睛。实验3也是对照实验,旨在确定实验1的结果是由于眼间竞争的影响还是由于视觉对比度降低。实验1的结果表明,二分表现导致了Wyble的eSTST模型类型阶段的延迟,推迟随后的标记化过程。单眼状况的延迟可以通过视觉衰减来进一步解释,由于目标和空帧的融合。实验2证明了在眼睛阻塞的情况下,注意力分配给单眼通道。实验3揭示了实验1中的单眼表现与具有眼间竞争的条件明显不同。虽然两个实验在单眼条件下都显示出相似的表现,竞争条件表现出较低的检测率,这表明竞争刺激不是实验1结果的原因。这些发现强调了刺激的双视和单视表现之间的差异,特别是AB效应,在二联设置中似乎减弱或不存在。此外,结果表明,单视表现和双眼融合阶段是注意力分配的必要条件。
    This study addresses an issue in attentional distribution in a binocular visual system using RSVP tasks under Attentional Blink (AB) experimental protocols. In Experiment 1, we employed dichoptic RSVP to verify whether, under interocular competition, attention may be captured by a monocular channel. Experiment 2 was a control experiment, where a monoptic RSVP assessed by both or only one eye determines whether Experiment 1 monocular condition results were due to an allocation of attention to one eye. Experiment 3 was also a control experiment designed to determine whether Experiment 1 results were due to the effect of interocular competition or to a diminished visual contrast. Results from Experiment 1 revealed that dichoptic presentations caused a delay in the type stage of the Wyble\'s eSTST model, postponing the subsequent tokenization process. The delay in monocular conditions may be further explained by a visual attenuation, due to fusion of target and an empty frame. Experiment 2 evidenced the attentional allocation to monocular channels when forced by eye occlusion. Experiment 3 disclosed that monocular performance in Experiment 1 differs significantly from conditions with interocular competition. While both experiments revealed similar performance in monocular conditions, rivalry conditions exhibit lower detection rates, suggesting that competing stimuli was not responsible for Experiment 1 results. These findings highlight the differences between dichoptic and monoptic presentations of stimuli, particularly on the AB effect, which appears attenuated or absent in dichoptic settings. Furthermore, results suggest that monoptic presentation and binocular fusion stages were a necessary condition for the attentional allocation.
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  • 文章类型: Journal Article
    评估智能手机游戏对眼睛聚散系统的影响。
    进行了5个月(从2023年3月到2023年8月)的比较和实验研究。
    82名平均年龄为21.98±2.26岁的参与者参加了研究。在评估调节和聚散度系统特征之前,参与者接受了全面的眼科检查.参与者被要求在40厘米的距离上在智能手机上玩30分钟的射击游戏。在活动之前和之后进行聚散度参数的测量,然后进行比较。
    使用非参数检验来比较任务前和任务后的测量。Wilcoxon符号秩检验用于比较变量:负融合聚散度(NFV),正融合发散(PFV),近收敛点(NPC),和Vergence设施(VF),alpha误差设置为5%。
    参与者的平均年龄为21.98±2.26岁。任务后,聚散度参数:NPC(p<0.001),近距离NFV(p<0.001),近距离PFV(p<0.001),和VF(p<0.001)显示聚散度参数显著降低。
    研究表明,智能手机游戏30分钟会影响聚散系统,导致年轻人的双眼视觉异常。
    UNASSIGNED: To evaluate the impact of smartphone gaming on the vergence system of the eye.
    UNASSIGNED: A 5-month (from March 2023 to August 2023) comparative and experimental research was conducted.
    UNASSIGNED: Eighty-two participants with a mean age of 21.98 ± 2.26 years were present in the study. Prior to assessing accommodation and vergence system characteristics, participants underwent a comprehensive eye examination. The participants were asked to play a shooting game on a smartphone for 30 minutes at a 40 cm distance. Measurements of the vergence parameters were taken before and after the activity and afterwards were compared.
    UNASSIGNED: Non-parametric tests were used to compare pre- and post-task measurements. The Wilcoxon signed-rank test was used to compare the variables: Negative fusional vergence (NFV), Positive fusional vergence (PFV), Near point of convergence (NPC), and Vergence Facility (VF), with the alpha error set at 5%.
    UNASSIGNED: The mean age of the participants was 21.98 ± 2.26 years. Post-task, the vergence parameters: NPC (p < 0.001), NFV for near distance (p < 0.001), PFV for near distance (p < 0.001), and VF (p < 0.001) showed significant decrease in vergence parameters.
    UNASSIGNED: The study shows smartphone gaming for 30 minutes affects the vergence system, leading to binocular vision anomalies in young individuals.
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  • 文章类型: Journal Article
    稳态视觉诱发电位脑机接口(SSVEP-BCI)由于其易于部署以及在信息传输速率(ITR)和准确性方面的高性能而引起了极大的关注,使它们成为与消费电子设备集成的有希望的候选人。然而,由于SSVEP特征与视觉刺激属性直接相关,立体视觉作为关键视觉属性对SSVEP的影响尚未得到充分探索。同时,虚拟现实(VR)设备和BCI应用的有希望的组合受到VR环境和传统2D显示器之间的显著差异的阻碍。这不仅是因为基于屏幕的SSVEP通常在静态下运行,具有简单和不变的视觉刺激的稳定条件,但也因为常规的亮度调制刺激可以迅速引起视觉疲劳。本研究试图通过设计具有立体相关属性的SSVEP范式,并在相同的VR环境下与传统的2D平面范式进行比较分析,来解决这些研究空白。本研讨提出了两个新的范式:3D范式和3D-Blink范式。3D范式通过调制球形目标的亮度来诱导SSVEP,而3D-Blink范例采用了球体不透明度的调制。离线4对象选择实验结果表明,典型相关分析(CCA)的3D和2D范式的准确率分别为85.67和86.17%,而滤波器组典型相关分析(FBCCA)的准确率分别为86.17和91.73%。这与在频域分析中观察到的3D范例的SSVEP谐波的信噪比(SNR)的降低是一致的。3D-Blink范例以0.8秒的刺激时间和任务相关成分分析(TRCA)算法实现了75.00%的检测精度和27.02位/分钟的ITR,证明其有效性。这些发现表明,VR支持的3D和3D-Blink范例可以提高用户舒适度和令人满意的性能,而立体相关范例需要进一步的算法优化和特征分析。总之,这项研究有助于更深入地了解双目立体视觉机制对SSVEP范式的影响,并促进SSVEP-BCI在不同VR环境中的应用。
    Steady-state visual evoked potential brain-computer interfaces (SSVEP-BCI) have attracted significant attention due to their ease of deployment and high performance in terms of information transfer rate (ITR) and accuracy, making them a promising candidate for integration with consumer electronics devices. However, as SSVEP characteristics are directly associated with visual stimulus attributes, the influence of stereoscopic vision on SSVEP as a critical visual attribute has yet to be fully explored. Meanwhile, the promising combination of virtual reality (VR) devices and BCI applications is hampered by the significant disparity between VR environments and traditional 2D displays. This is not only due to the fact that screen-based SSVEP generally operates under static, stable conditions with simple and unvaried visual stimuli but also because conventional luminance-modulated stimuli can quickly induce visual fatigue. This study attempts to address these research gaps by designing SSVEP paradigms with stereo-related attributes and conducting a comparative analysis with the traditional 2D planar paradigm under the same VR environment. This study proposed two new paradigms: the 3D paradigm and the 3D-Blink paradigm. The 3D paradigm induces SSVEP by modulating the luminance of spherical targets, while the 3D-Blink paradigm employs modulation of the spheres\' opacity instead. The results of offline 4-object selection experiments showed that the accuracy of 3D and 2D paradigm was 85.67 and 86.17% with canonical correlation analysis (CCA) and 86.17 and 91.73% with filter bank canonical correlation analysis (FBCCA), which is consistent with the reduction in the signal-to-noise ratio (SNR) of SSVEP harmonics for the 3D paradigm observed in the frequency-domain analysis. The 3D-Blink paradigm achieved 75.00% of detection accuracy and 27.02 bits/min of ITR with 0.8 seconds of stimulus time and task-related component analysis (TRCA) algorithm, demonstrating its effectiveness. These findings demonstrate that the 3D and 3D-Blink paradigms supported by VR can achieve improved user comfort and satisfactory performance, while further algorithmic optimization and feature analysis are required for the stereo-related paradigms. In conclusion, this study contributes to a deeper understanding of the impact of binocular stereoscopic vision mechanisms on SSVEP paradigms and promotes the application of SSVEP-BCI in diverse VR environments.
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  • 文章类型: Journal Article
    视觉可以提供有关物体几何属性的有用线索,就像它的大小,距离,pose,和形状。但是,大脑如何将这些特性融合为三维物体的完整感官表现却知之甚少。为了解决这个差距,我们研究了一种视觉错觉,在这种错觉中,人类由于一只眼睛的视网膜图像的微小变化而误解了物体的形状。我们首先表明,在完全自然的观看条件下,这种错觉会影响高度熟悉的物体的感知。具体来说,人们认为自己的矩形手机具有梯形形状。然后,我们通过要求人们报告受控刺激的感知形状和姿势来研究这种错觉的感知基础。我们的结果表明,形状错觉是由物体姿势的扭曲线索引起的。除了产生对物体感知的洞察力,这项工作使我们了解大脑如何在自然环境中结合来自多种视觉线索的信息。当人们佩戴日常处方眼镜时,就会出现形状错觉;因此,这些发现还提供了一些眼镜配戴者定期经历的提示组合挑战的见解。
    Vision can provide useful cues about the geometric properties of an object, like its size, distance, pose, and shape. But how the brain merges these properties into a complete sensory representation of a three-dimensional object is poorly understood. To address this gap, we investigated a visual illusion in which humans misperceive the shape of an object due to a small change in one eye\'s retinal image. We first show that this illusion affects percepts of a highly familiar object under completely natural viewing conditions. Specifically, people perceived their own rectangular mobile phone to have a trapezoidal shape. We then investigate the perceptual underpinnings of this illusion by asking people to report both the perceived shape and pose of controlled stimuli. Our results suggest that the shape illusion results from distorted cues to object pose. In addition to yielding insights into object perception, this work informs our understanding of how the brain combines information from multiple visual cues in natural settings. The shape illusion can occur when people wear everyday prescription spectacles; thus, these findings also provide insight into the cue combination challenges that some spectacle wearers experience on a regular basis.
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