Treffer: The polarity effect in virtual and video see-through mixed reality-better proofreading performance and faster optotype identification with positive display polarity.

Title:
The polarity effect in virtual and video see-through mixed reality-better proofreading performance and faster optotype identification with positive display polarity.
Authors:
Luzsa R; University of Passau, Passau, Germany.; University of Applied Sciences Landshut, Landshut, Germany., Mayr S; University of Passau, Passau, Germany.
Source:
Ergonomics [Ergonomics] 2026 Feb; Vol. 69 (2), pp. 221-235. Date of Electronic Publication: 2025 Feb 07.
Publication Type:
Journal Article
Language:
English
Journal Info:
Publisher: Informa Healthcare Country of Publication: England NLM ID: 0373220 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 1366-5847 (Electronic) Linking ISSN: 00140139 NLM ISO Abbreviation: Ergonomics Subsets: MEDLINE
Imprint Name(s):
Publication: London : Informa Healthcare
Original Publication: London, Taylor & Francis.
Contributed Indexing:
Keywords: Display polarity; mixed reality; pupil size; reading; virtual reality
Local Abstract: [plain-language-summary] Two experiments tested how text and visual contents should be presented in virtual and mixed reality to enable optimal recognizability and fast user responses. The results show that when using VR and video see through MR, the presentation of dark contents on a light background (positive polarity) leads to better performance and is preferred by users. Positive polarity should therefore be favoured, especially for text-heavy applications and those that require fast reactions.
Entry Date(s):
Date Created: 20250207 Date Completed: 20260120 Latest Revision: 20260120
Update Code:
20260121
DOI:
10.1080/00140139.2025.2457470
PMID:
39918051
Database:
MEDLINE

Weitere Informationen

Virtual and mixed reality (VR/MR) are increasingly used in occupational and educational settings, where clear visual content presentation and accurate user reactions are crucial. On conventional monitors, positive polarity (dark content on light background) has been found to enable more accurate and faster text reading and stimulus recognition than negative polarity (light on dark). However, studies on this polarity effect in VR/MR have been limited by the available display technology, such as lower resolutions and transparent optical see-through MR glasses that favour negative polarity. We therefore used a high-resolution video see-through VR/MR headset with a resolution of 39 pixels per degree to test the polarity effect with tasks and stimuli identical to conventional polarity research. We found that, similar to conventional monitors, positive polarity is superior in VR and MR for tasks requiring fast reactions and reading, and that users prefer positive polarity when reading text in MR.