# A Stray Light Detection Model for VR Head-Mounted Display Based on Visual Perception
## 1 Introduction  
Regarding recent requirements for consumer electronics in multimedia communications, applications of display technologies and communication devices have rapidly become universal. It has led to various digital products, such as personal computers, notebook computers, and smartphones, and the rise of software and hardware industries, and supply chains. In recent years, stereo vision, immersive experience, and real-time reception of visual information of virtual reality (VR) and augmented reality (AR) have gained popularity in the general public and manufacturing industries. HMD is considered to have the most potential as the computing and communication platform for the next generation [1; 2; 3]. Compared with the most popular computing platforms on the market, like personal computers and smartphones, the optoelectronics industry is remarkably important in regards to VR/AR HMD products, due to this industry's advantages in optical design architectures [4]. The VR/AR HMD, which is an optical device combining optical lenses and binocular displays, can offer a wide range of visual fields and information in theform of stereoscopic images. However, it is highly reliant on human visual perception and customized design. Although both VR and AR HMD are virtual imaging devices, there are still some application and design differences. Among them, VR mainly focuses on the immersive experience. Therefore, to ensure the user enters the virtual world as entirely as possible, a larger field of view (FOV) is applied to cover the user's entire field of view [5, 6, 7, 8, 9]. The soft black materials, such as sponges, silicone gaskets, soft plastics, etc., are displayed in the non-display area to avoid ambient light interference. Commercially available VR HMDs generally cover most of the user's field of view with a display range, and the display panel is placed directly in front of the user's eyes. Many recent studies have shown that VR can be applied in various fields to improve the quality of human life. In medicine [10], VR training was applied for medical staff to improve techniques and training regarding the correct use of medical equipment, with safety and health in mind. For education, it could be used for sketching and modeling in an immersive environment to introduce modeling concepts and increase understanding of the spatial connection between an object and its 2D projections [11]. VR has been adopted in inclusive teaching to simulate difficulties, and has been beneficial to deliver materials more engagingly and easily gather required information for dyslexic students [12]. VR technology in cultural heritage preservation, with gesture interaction-based technology, could achieve the advantages of touchless, distant interaction of users with reconstructed artifacts [13]. Moreover, most applications pertain to human-computer interaction technology, with VR as the interface between computer technology and people as users [14, 15, 16]. AR display is based on real-world environmental information with superimposed auxiliary input on display as the core of the application. Thus, the display panel, or light engine module, is placed above, or on the left or right side, of the user's eyes according to its application, cost, and volume, its counterweight and position, and other inherent constraints, to prevent obscuration of the field of view. Commercially available AR display architectures are usually presented in the form of transparent displays (the transmittance of the ambient light adjusted according to optical efficiency and image contrast) and a small FOV, less than 40 degrees [17].