The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display

被引:21
|
作者
Munsamy, Alvin J. [1 ]
Paruk, Husna [1 ]
Gopichunder, Bronwyn [1 ]
Luggya, Anela [1 ]
Majola, Thembekile [1 ]
Khulu, Sneliswa [1 ]
机构
[1] Univ KwaZulu Natal, Sch Hlth Sci, Discipline Optometry, Westville Campus, Durban, South Africa
关键词
Virtual Reality; Accommodative facilities; Vergence facilities; Gaming; BINOCULAR VISION; WORLD;
D O I
10.1016/j.optom.2020.02.004
中图分类号
R77 [眼科学];
学科分类号
100212 ;
摘要
Background: To investigate the change between accommodative and vergence facilities before and after exposure to gaming in a virtual reality (VR) device amongst participants with normal binocular visual function. Methods: 62 participants between the ages of 18-30 years with normal binocular visual function and inter-pupillary distances between 51 and 70 mm were selected for the study. Spectacle and contact lenses users were excluded. The experimental group (n = 42) was exposed to gaming using Samsung Gear VR(SM-R323) whilst the control group (n = 20) watched a television film projected on a two-dimensional screen at 1 m. Pre-test and post-test binocular amplitude scaled facilities and vergence facilities were obtained for both groups after exposures of 25 min. Results: Binocular accommodative facilities for the experimental group had a mean pre-test and post-test facility of 11.14 +/- 3.67 cpm and 13.38 +/- 3.63 cpm, respectively, after gaming using VR device. The vergence facilities for the experimental group had a mean pre-test and post-test facility of 11.41 +/- 3.86 cpm and 15.28 +/- 4.93 cpm, respectively, after gaming using a VR device. Binocular accommodative facilities for the control group had a mean pre-test and post-test facility of 11.70 +/- 3.2 cpm and 11.95 +/- 3.4 cpm, respectively. Vergence facilities for the control group had a mean pre-test and post-test facility of 11.55 +/- 6.4 cpm and 11.70 +/- 4.9 cpm, respectively. The mean change for binocular accommodative facilities was 2.24 +/- 3.43 cpm and 0.25 +/- 1.25 cpm for the experimental and control group, respectively. The mean change for vergence facilities was 3.81 +/- 3.09 cpm and 0.15 +/- 2.72 cpm for the experimental and control group, respectively. Binocular accommodative facilities and vergence facility showed a statistically significant mean increase greater than the control group after gaming using a VR device using an independent t-test (p < 0.05). Conclusion: The results showed that binocular accommodative facilities and vergence facilities increased after 25 min of VR gaming in emmetropic participants under 30 years of age with inter-papillary distances between 51 mm and 70 mm. 0 2020 Spanish General Council of Optometry. Published by Elsevier Espana, S.L.U. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
引用
收藏
页码:163 / 170
页数:8
相关论文
共 50 条
  • [1] Target Selection in Head-Mounted Display Virtual Reality Environments
    Yu, Difeng
    Liang, Hai-Ning
    Lu, Feiyu
    Nanjappan, Vijayakumar
    Papangelis, Konstantinos
    Wang, Wei
    JOURNAL OF UNIVERSAL COMPUTER SCIENCE, 2018, 24 (09) : 1217 - 1243
  • [2] Continuous-Depth Head-Mounted Display for Virtual Reality
    Lee, Byoungho
    Yoo, Dongheon
    Lee, Seungjae
    HOLOGRAPHY, DIFFRACTIVE OPTICS, AND APPLICATIONS IX, 2019, 11188
  • [3] An Interactive Virtual Reality System with a Wireless Head-Mounted Display
    Hao, Shujia
    Song, Wei
    Huang, Kaisi
    Xi, Yulong
    Cho, Kyungeun
    Um, Kyhyun
    ADVANCED MULTIMEDIA AND UBIQUITOUS ENGINEERING: FUTURETECH & MUE, 2016, 393 : 203 - 207
  • [4] Effect of Head-Mounted Display Virtual Reality with Visual Intervention on Motion Sickness Symptoms
    Wardani, K. K.
    Artana, K. B.
    Zulaikha, E.
    Prastyasari, F. I.
    NASE MORE, 2024, 71 (02): : 66 - 74
  • [5] Drift Cancellation of an Orientation Tracker for a Virtual Reality Head-Mounted Display
    Safaeifar, A.
    Nahvi, A.
    2015 3RD RSI INTERNATIONAL CONFERENCE ON ROBOTICS AND MECHATRONICS (ICROM), 2015, : 296 - 301
  • [6] Distance Perception in Virtual Reality: A Meta-Analysis of the Effect of Head-Mounted Display Characteristics
    Kelly, Jonathan W.
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2023, 29 (12) : 4978 - 4989
  • [7] Inducing Perceptual Dominance with Binocular Rivalry in a Virtual Reality Head-Mounted Display
    Blignaut, Julianne
    Venter, Martin
    van den Heever, David
    Solms, Mark
    Crockart, Ivan
    MATHEMATICAL AND COMPUTATIONAL APPLICATIONS, 2023, 28 (03)
  • [8] Assessing Saccadic Eye Movements With Head-Mounted Display Virtual Reality Technology
    Imaoka, Yu
    Flury, Andri
    de Bruin, Eling D.
    FRONTIERS IN PSYCHIATRY, 2020, 11
  • [9] SigA: rPPG-based Authentication for Virtual Reality Head-mounted Display
    Li, Lin
    Chen, Chao
    Pan, Lei
    Zhang, Leo Yu
    Zhang, Jun
    Xiang, Yang
    PROCEEDINGS OF THE 26TH INTERNATIONAL SYMPOSIUM ON RESEARCH IN ATTACKS, INTRUSIONS AND DEFENSES, RAID 2023, 2023, : 686 - 699
  • [10] Development of Virtual Reality Walking Collision Detection Test on Head-mounted display
    Hwang, Alex D.
    Peli, Eli
    Jung, Jae-Hyun
    OPTICAL ARCHITECTURES FOR DISPLAYS AND SENSING IN AUGMENTED, VIRTUAL, AND MIXED REALITY, AR, VR, MR IV, 2023, 12449