02 / Human perception · XR

When depth
disagrees.

Vergence–Accommodation Conflict in XR — a research prototype exploring how virtual depth, visual comfort and interaction relate in a mixed-reality experiment.

MAGIC LEAP 2
Experimental framework
Ongoing team research

This is an explanatory visualization, not a simulation of retinal perception or measured results.
01 / Explore depth

Move through a depth field.

Adjust the illustrated object's depth. The display is conceptual; its values are for exploring spatial relationships, not collected measurements.

XR DEPTH STUDY / CONCEPT MODEL1.0 m · illustrative
ILLUSTRATIVE DEPTH SPACEVIEWERDISTANT

In an optical see-through headset, convergence cues and the display's accommodation plane need not coincide. This illustration conveys the depth relationship only.

02 / Experiment

From calibration to judgment.

Based on the documented prototype workflow: prepare spatial tracking and targets, lock the intended depth, practice Tetris, and proceed to a formal depth-judgment task. The exact final three-condition protocol is not reproduced here because it requires verification.

STUDY WORKFLOW / DOCUMENTED PROTOTYPESCHEMATIC
01 / SETUPSpatial registration and depth locking
02 / EXPOSUREWarm-up and experimental task
03 / JUDGMENTDepth judgment and logged responses

Track a spatial anchor and verify the target's position before exposure.

Research integrity: this is a graphical explanation of the prototype, not experimental output, measured VAC magnitude, or a claim that C1/C2/C3 represent final confirmed conditions.

VIEW STUDY CODE ↗
03 / Device implementation

Inspect the setup
before the task.

My focus with a teammate: Magic Leap 2 implementation, QR registration, task interaction and experiment logging. This is ongoing team research in collaboration with Ericsson.

Actual distance and unlocked state alongside a QR marker in the headset view
Calibration state: actual distance, target distance and alignment feedback.
Locked experiment state and virtual Tetris registered to a physical board
Locked state: the monitor exposes task status alongside the headset capture.

Original October 2026 development captures. Displayed distances are development settings, not final study parameters. The intended study uses Tetris, depth judgement and subjective discomfort/experience measures. No completed participant results are claimed.