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Effects of Virtual Reality Head-mounted Displays on Oculomotor Functions

机译:虚拟现实头戴式显示在电动函数上的影响

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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.
机译:目的:使用虚拟现实播放的三维(3D)视频游戏头戴式显示器(VR-HMDS)越来越受欢迎。然而,通过破坏容纳和易变系统之间的正常联系,这种技术的使用可能导致视觉症状和不适。本研究旨在调查使用VR-HMDS在不同oculomotor函数上使用VR-HMDS的效果(即,住宿和/或易于系统参数),并使用VR-HMD技术量化与玩游戏相关的症状。方法:二十六名男女年轻人(19-27岁年龄范围),具有正常的双筒望远镜,完成了这项研究。使用VR-HMD系统在使用3D视频游戏之前和之后收集不同的临床型容纳和易受验光测量值45分钟。此外,使用标准化的模拟器疾病调查问卷之前和之后测量了视觉和非视游戏会话之前和之后的视觉和非视觉相关症状。结果:大多数容纳参数 - 包括消极的相对住宿,适应性准确性和单眼和双目和双眼均衡设施 - 玩3D视频游戏后受到显着影响。关于易变系统测量,在3D视频游戏会话之后,近乎和近距离设施试验结果的水平负定控范围显着影响。使用VR-HMD系统演奏3D视频游戏后,还观察到不同类型的症状(即视觉和非疾病)的显着增量。结论:使用VR-HMD系统演奏3D视频游戏可以导致某些动态运动功能的恶化(即,容纳和可验光系统)。只需45分钟的比赛后,可以预期玩家可以体验眼镜和不适。

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