Microdisplay tracks your pupils to adjust brightness, avoid HUD fatigue

Kopin NeuralDisplay in Action
(Image credit: Tom's Hardware)

While heads-up displays aren't very common for consumers — Apple's expensive Vision Pro aside — they are already a critical part of the military and medical industries. And, believe it or not, the main problem with HUDs in these mission-critical environments is not cost or even the embarrassment of looking uncool with a big gadget on your head — it's eye fatigue.

When you stare at the microdisplays inside a typical headset, the brightness and contrast remain fixed. Meanwhile, your pupils get larger or smaller based on your physiological and emotional reaction both to the content you are watching and the world around you. For example, if you see something in a movie that makes you emotional and your pupils dilate, all of a sudden the headset will seem annoyingly bright and you might be tempted to flip it off of your head.

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Avram Piltch
Managing Editor: Special Projects

Avram Piltch is Managing Editor: Special Projects. When he's not playing with the latest gadgets at work or putting on VR helmets at trade shows, you'll find him rooting his phone, taking apart his PC, or coding plugins. With his technical knowledge and passion for testing, Avram developed many real-world benchmarks, including our laptop battery test.

  • coolitic
    Seems like a grossly over-engineered solution, when otherwise the problem can be simply solved by adjusting the HUD brightness to match "ambient" light-levels.
    Reply
  • apiltch
    So it's not about the ambient light. It's about the users' physiological reaction. In other words, you are watching a movie and there's a jump scare in the movie; your retina dilates because of your reaction to that stimuli. That can't be predicted by ambient light and it's not the same for every user.
    Reply
  • edzieba
    While heads-up displays aren't very common for consumers — Apple's expensive Vision Pro aside
    Vision Pro is also not a HUD, it's a Mediated Reality HMD.
    When you stare at the microdisplays inside a typical headset
    Very few modern headsets use microdisplays, due to the Etendue issue preventing useful FoVs from being achieved, and the limited brightness available - particularly for view-through HUDs.

    For example, if you see something in a movie that makes you emotional and your pupils dilate, all of a sudden the headset will seem annoyingly bright and you might be tempted to flip it off of your head.
    The real word is also of fixed brightness. Unless 'getting emotional' makes you want to claw your eyes out when walking around your everyday life, this purported effect is imaginary.


    There are all sorts of reasons to have pupil-tracking and gaze-tracking (related, but very much not equivalent) in a HMD. Variable brightness based on pupil diameter is not one of them: the only time your pupil will not be directly adapting to the on-screen imagery exactly like it would to any other visual stimuli is when there is a second visual stimulus overwhelming the display - i.e. when using a view-though HUD with an environment of highly varying brightness. In that situation, it is not the display causing visual discomfort that is the problem, but the much brighter external environment washing out the display. That problem has a solution, and it's not a camera system to track pupil size: it's a photodiode facing outward to measure ambient light levels.
    ps. existing non-head-mounted and head-mounted HUDs (e.g. the Joint Head Mounted Cuing System) already use adaptive brightness, without any eye-tracking. Ironically, Kopin's products would be worthless for the JHMCS and similar aircraft head-mounted HUDs (like the F-35 HMDS), and they do not use microdispalys. They use 'bird bath' optics with larger panels and delay optics to produce a curved focal surface across a FAR wider field of view than a microdispaly could hope to achieve - that etendue issue again.
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