虚拟现实头戴式显示器对眼动功能的影响

Mosaad Alhassan, F. Alhamad, Kholoud A. Bokhary, A. Almustanyir
{"title":"虚拟现实头戴式显示器对眼动功能的影响","authors":"Mosaad Alhassan, F. Alhamad, Kholoud A. Bokhary, A. Almustanyir","doi":"10.11648/J.IJOVS.20210601.12","DOIUrl":null,"url":null,"abstract":"Purpose: Three-dimensional (3D) video games played using virtual reality head-mounted displays (VR-HMDs) are becoming increasingly popular. However, the use of this technology may lead to visual symptoms and discomfort by disrupting the normal linkage between the accommodation and vergence systems. This study aimed to investigate the effect of playing 3D video games using VR-HMDs on different oculomotor functions (i.e., accommodation and/or vergence system parameters) and to quantify symptoms associated with playing games using VR-HMD technology. Methods: Twenty –six male and female young adults (age range 19–27 years) with normal binocular vision completed this study. Different clinical accommodative and vergence measurements were collected before and after playing 3D video games using a VR-HMD system for 45 minutes. In addition, visual- and non–visual-related symptoms were measured before and after the video game sessions using the standardized Simulator Sickness Questionnaire. Results: The majority of accommodative parameters—including negative relative accommodation, accommodative accuracy, and monocular and binocular accommodative facilities—were significantly affected after playing 3D video games. With respect to vergence system measurements, the horizontal negative fusional vergence range at near and vergence facility test outcomes were affected significantly after the 3D video game sessions. Significant increments in different types of symptoms (i.e., visual and nonvisual) were also observed after playing 3D video games using the VR-HMD system. Conclusions: Playing 3D video games using VR-HMD systems can lead to a deterioration of certain oculomotor functions (i.e., accommodative and vergence systems). Players can be expected to experience eyestrain and discomfort after just 45 minutes of playing.","PeriodicalId":14184,"journal":{"name":"International Journal of Ophthalmology & Visual Science","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2021-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Effects of Virtual Reality Head-mounted Displays on Oculomotor Functions\",\"authors\":\"Mosaad Alhassan, F. Alhamad, Kholoud A. Bokhary, A. Almustanyir\",\"doi\":\"10.11648/J.IJOVS.20210601.12\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Purpose: Three-dimensional (3D) video games played using virtual reality head-mounted displays (VR-HMDs) are becoming increasingly popular. However, the use of this technology may lead to visual symptoms and discomfort by disrupting the normal linkage between the accommodation and vergence systems. This study aimed to investigate the effect of playing 3D video games using VR-HMDs on different oculomotor functions (i.e., accommodation and/or vergence system parameters) and to quantify symptoms associated with playing games using VR-HMD technology. Methods: Twenty –six male and female young adults (age range 19–27 years) with normal binocular vision completed this study. Different clinical accommodative and vergence measurements were collected before and after playing 3D video games using a VR-HMD system for 45 minutes. In addition, visual- and non–visual-related symptoms were measured before and after the video game sessions using the standardized Simulator Sickness Questionnaire. Results: The majority of accommodative parameters—including negative relative accommodation, accommodative accuracy, and monocular and binocular accommodative facilities—were significantly affected after playing 3D video games. With respect to vergence system measurements, the horizontal negative fusional vergence range at near and vergence facility test outcomes were affected significantly after the 3D video game sessions. Significant increments in different types of symptoms (i.e., visual and nonvisual) were also observed after playing 3D video games using the VR-HMD system. Conclusions: Playing 3D video games using VR-HMD systems can lead to a deterioration of certain oculomotor functions (i.e., accommodative and vergence systems). Players can be expected to experience eyestrain and discomfort after just 45 minutes of playing.\",\"PeriodicalId\":14184,\"journal\":{\"name\":\"International Journal of Ophthalmology & Visual Science\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-02-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Ophthalmology & Visual Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.11648/J.IJOVS.20210601.12\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Ophthalmology & Visual Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.11648/J.IJOVS.20210601.12","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8

摘要

目的:使用虚拟现实头戴式显示器(vr - hmd)玩三维(3D)视频游戏正变得越来越流行。然而,这种技术的使用可能会导致视觉症状和不适,因为它破坏了调节和聚光系统之间的正常联系。本研究旨在调查使用VR-HMD玩3D视频游戏对不同眼动功能(即调节和/或辐合系统参数)的影响,并量化使用VR-HMD技术玩游戏相关的症状。方法:选取双眼视力正常的青年男女26例,年龄19 ~ 27岁。在使用VR-HMD系统玩3D视频游戏45分钟之前和之后收集不同的临床调节和辐合测量值。此外,使用标准化的模拟器疾病问卷,在视频游戏之前和之后测量视觉和非视觉相关症状。结果:大多数调节参数,包括负相对调节、调节精度、单眼和双眼调节设施,在玩3D电子游戏后受到显著影响。在会聚系统测量方面,三维视频游戏后水平负会聚范围和会聚设施测试结果受到显著影响。使用VR-HMD系统玩3D视频游戏后,还观察到不同类型症状(即视觉和非视觉)的显著增加。结论:使用VR-HMD系统玩3D视频游戏可能会导致某些眼球运动功能(即调节和聚合系统)的恶化。仅仅玩了45分钟,玩家就会感到眼睛疲劳和不适。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Effects of Virtual Reality Head-mounted Displays on Oculomotor Functions
Purpose: Three-dimensional (3D) video games played using virtual reality head-mounted displays (VR-HMDs) are becoming increasingly popular. However, the use of this technology may lead to visual symptoms and discomfort by disrupting the normal linkage between the accommodation and vergence systems. This study aimed to investigate the effect of playing 3D video games using VR-HMDs on different oculomotor functions (i.e., accommodation and/or vergence system parameters) and to quantify symptoms associated with playing games using VR-HMD technology. Methods: Twenty –six male and female young adults (age range 19–27 years) with normal binocular vision completed this study. Different clinical accommodative and vergence measurements were collected before and after playing 3D video games using a VR-HMD system for 45 minutes. In addition, visual- and non–visual-related symptoms were measured before and after the video game sessions using the standardized Simulator Sickness Questionnaire. Results: The majority of accommodative parameters—including negative relative accommodation, accommodative accuracy, and monocular and binocular accommodative facilities—were significantly affected after playing 3D video games. With respect to vergence system measurements, the horizontal negative fusional vergence range at near and vergence facility test outcomes were affected significantly after the 3D video game sessions. Significant increments in different types of symptoms (i.e., visual and nonvisual) were also observed after playing 3D video games using the VR-HMD system. Conclusions: Playing 3D video games using VR-HMD systems can lead to a deterioration of certain oculomotor functions (i.e., accommodative and vergence systems). Players can be expected to experience eyestrain and discomfort after just 45 minutes of playing.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Prevalence of Amblyogenic Risk Factors in Congenital Nasolacrimal Duct Obstruction in a Developing Country Macular Hole Following Retained Subfoveal PFCL Treatment Burden and Quality of Life of Patients with Neovascular Age-Related Macular Degeneration (nAMD) and Their Caregivers—A Review Internal Audit as a Quality Assurance Tool to Ensure Staff and Patient Safety During COVID-19 Pandemic A Case History of Internal Ophthalmomyiasis, a Rare and Devastating Disease
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1