FOV of the human eye

FOV stands for "field of view." It's a term used to describe how much of a scene or environment a person can see without moving their head or eyes.

Imagine you're standing in a room and looking straight ahead. The things you can see on either side of you, without turning your head, are part of your field of view. A wider field of view means you can see more things on either side of you without moving your head or eyes.

human eye FOV

In technology, FOV is often used to describe how much of a virtual or augmented reality environment can be seen through a headset or display. A wider FOV in these contexts can make the experience feel more immersive and realistic, while a narrower FOV can feel more like looking at a screen.

The Field of View of the human eye is approximately 120 degrees horizontally and 136 degrees vertically, although this can vary somewhat depending on the individual and the situation. The human eye has a wide Field of View compared to many cameras and other optical systems, which is part of what allows us to see a broad range of visual information at once.

For ease of understanding, here are some camera FOVs for comparison with the human eye. A wide-angle lens might have a Field of View of around 100 degrees, which would capture a broad scene, including much of the peripheral vision. On the other hand, a telephoto lens might have a much narrower Field of View, perhaps only 20 degrees, which would capture a smaller portion of the scene but with greater magnification.

Influence of FOV on Experience in AR/VR Applications

The impact of FOV on experience can be significant, particularly in immersive technologies such as virtual and augmented reality.

A wider FOV can provide a more immersive and realistic experience, as it allows the viewer to see more of the virtual or augmented environment without the need for head or eye movements. This can create a greater sense of presence and immersion, as the viewer feels more "inside" the virtual or augmented world.

Conversely, a narrower FOV can limit the sense of immersion and make the experience feel more like looking at a screen rather than being inside a virtual or augmented world. It can also increase the likelihood of motion sickness or discomfort, as the viewer's eyes may need to work harder to scan the environment and adjust to changes in perspective.

In addition to FOV, other factors such as display resolution, refresh rate, and tracking accuracy can also impact the overall experience in virtual and augmented reality. It's important for developers and manufacturers to balance these factors in order to create a compelling and comfortable experience for users.

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