Eyestrain impacts on learning job interview with a serious game in virtual reality: a randomized double-blinded study

Alexis D. Souchet, Stéphanie Philippe, Dimitri Zobel, Floriane Ober, Aurélien Léveque, Laure Leroy
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引用次数: 9

Abstract

Purpose: This study explores eyestrain and its possible impacts on learning performances and quality of experience using different apparatuses and imaging. Materials and Methods: 69 participants played a serious game simulating a job interview with a Samsung Gear VR Head Mounted Display (HMD) or a computer screen. The study was conducted according to a double-blinded protocol. Participants were randomly assigned to 3 groups: PC, HMD biocular and HMD stereoscopy (S3D). Participants played the game twice, allowing between group analyses. Eyestrain was assessed pre- and post-exposure on a chin-head rest with optometric measures. Learning traces were obtained in-game by registering response time and scores. Quality of experience was measured with questionnaires assessing Presence, Flow and Visual Comfort. Results: eyestrain was significantly higher with HMDs than PC based on Punctum Proximum of accommodation and visual acuity variables and tends to be higher with S3D. Learning was more efficient in HMDs conditions based on time for answering but the group with stereoscopy performed lower than the binocular imaging one. Quality of Experience was better based on visual discomfort with the PC condition than with HMDs. Conclusion: learning expected answers from a job interview is more efficient while using HMDs than a computer screen. However, eyestrain tends to be higher while using HMDs and S3D. The quality of experience was also negatively impacted with HMDs compared to computer screen. Not using S3D or lowering its impact should be explored to provide comfortable learning experience.1
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眼疲劳对虚拟现实严肃游戏求职面试学习的影响:随机双盲研究
目的:探讨眼疲劳对使用不同仪器和影像的学习表现和体验质量的影响。材料和方法:69名参与者使用三星Gear VR头戴式显示器(HMD)或电脑屏幕进行模拟求职面试的严肃游戏。这项研究是按照双盲法进行的。参与者随机分为3组:PC、HMD生物眼和HMD立体(S3D)。参与者玩了两次游戏,允许在两组之间进行分析。用验光测量方法评估暴露前和暴露后的眼疲劳。学习痕迹是通过记录反应时间和分数在游戏中获得的。体验质量通过评估存在感、心流和视觉舒适度的问卷来衡量。结果:基于近点调节和视力变量,hmd组眼疲劳明显高于PC组,且S3D组眼疲劳明显高于PC组。在hmd条件下,基于回答时间的学习效率更高,但使用立体镜组的学习效率低于双眼成像组。基于PC条件下视觉不适的体验质量优于hmd条件。结论:使用头戴式显示器比使用电脑屏幕更有效地从面试中获得预期的答案。然而,使用头戴式显示器和S3D时,眼睛疲劳往往更高。与电脑屏幕相比,头戴式显示器对体验质量也有负面影响。应探索不使用S3D或降低其影响,以提供舒适的学习体验
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