Effects of virtual reality usage on kappa angle, accommodation, pupil, depth perception, and examination of the relationship of these parameters with discomfort perception

IF 0.2 Q4 MEDICINE, GENERAL & INTERNAL
Volkan DERİCİOĞLU, Betul KUBAT
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 for the subsequent discomfort sensation.
 Materials and Methods: This prospective study enrolled 20 healthy volunteers who were engaged in a 10-minute VR game session.
 Refractive errors, kappa angles, phoria presence, accommodative responses, and scotopic, mesopic, and photopic pupillometry values
 were recorded before and after using VR. A Virtual Reality Sickness Questionnaire (VRSQ) was applied to assess discomfort, and the
 relation with evaluated parameters was investigated.
 Results: Twenty volunteers (mean age 29.80±0.57 years) included 11 females (55%) and 9 males (45%). The mean spherical equivalent
 refractive error was – 1.94±0.28 diopters and 5 (25%) volunteers had phoria. Average kappa angles were 0.23±0.02 mm (x-axis) and
 0.11±0.01 mm (y-axis). Post-VR, the median [(interquartile range (IQR)] stereopsis decreased from 30 (30-60) to 60 (60-60) arc
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引用次数: 0

Abstract

Objective: This study aims to examine the effects of virtual reality (VR) usage on the eyes and investigate the parameters responsible for the subsequent discomfort sensation. Materials and Methods: This prospective study enrolled 20 healthy volunteers who were engaged in a 10-minute VR game session. Refractive errors, kappa angles, phoria presence, accommodative responses, and scotopic, mesopic, and photopic pupillometry values were recorded before and after using VR. A Virtual Reality Sickness Questionnaire (VRSQ) was applied to assess discomfort, and the relation with evaluated parameters was investigated. Results: Twenty volunteers (mean age 29.80±0.57 years) included 11 females (55%) and 9 males (45%). The mean spherical equivalent refractive error was – 1.94±0.28 diopters and 5 (25%) volunteers had phoria. Average kappa angles were 0.23±0.02 mm (x-axis) and 0.11±0.01 mm (y-axis). Post-VR, the median [(interquartile range (IQR)] stereopsis decreased from 30 (30-60) to 60 (60-60) arc seconds (P
虚拟实境使用对kappa角、调节、瞳孔、深度知觉的影响,以及这些参数与不适感关系的检验
目的:本研究旨在探讨虚拟现实(VR)使用对眼睛的影响,并探讨相关参数。对随后的不适感。 材料和方法:这项前瞻性研究招募了20名健康志愿者,他们参与了10分钟的VR游戏。屈光不正、卡帕角、斜视存在、适应性反应以及暗、中、光性瞳孔测量值 分别记录使用VR前后的情况。虚拟现实疾病问卷(VRSQ)用于评估不适, 考察了与评价参数的关系。 结果:20名志愿者(平均年龄29.80±0.57岁),其中女性11人(55%),男性9人(45%)。平均球当量 屈光不全为- 1.94±0.28屈光,有远视5例(25%)。平均kappa角为0.23±0.02 mm (x轴)和 0.11±0.01 mm (y轴)。vr后,立体视觉中位数[四分位间距(IQR)]从30(30-60)弧下降到60(60-60)弧 秒(P
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来源期刊
Marmara Medical Journal
Marmara Medical Journal MEDICINE, GENERAL & INTERNAL-
CiteScore
0.30
自引率
0.00%
发文量
0
期刊介绍: Marmara Medical Journal, Marmara Üniversitesi Tıp Fakültesi tarafından yılda üç kere yayımlanan multidisipliner bir dergidir. Bu dergide tıbbın tüm alanlarına ait orijinal araştırma makaleleri, olgu sunumları ve derlemeler İngilizce veya Türkçe olarak yer alır.
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