Changes to Visual Parameters Following Virtual Reality Gameplay.

Q3 Medicine
British and Irish Orthoptic Journal Pub Date : 2022-06-27 eCollection Date: 2022-01-01 DOI:10.22599/bioj.257
Sanjog Banstola, Kerry Hanna, Anna O'Connor
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引用次数: 5

Abstract

Introduction: Virtual reality (VR) gameplay is popular with a range of games and educational resources available. However, it puts high demands on the visual system. Current evidence shows conflicting impacts on visual parameters. Therefore, this study explores the changes to vision following VR gameplay.

Methods: The study was conducted at the School of Health Sciences, University of Liverpool. All participants had binocular vision with good visual acuity and no manifest strabismus. Participants were assessed before and after playing 15 minutes of the VR game Beat Saber, which incorporated convergence and divergence movements. Clinical assessments including near point of convergence (NPC) and near point of accommodation (NPA) using the RAF rule; accommodative convergence to accommodation (AC/A) ratio; motor fusion using the prism fusion range (at 33cm), accommodation facility using +2.00/-2.00DS flipper lenses, and stereoacuity using the Frisby stereo test were assessed before and after playing.

Results: Seventy-eight participants (19-25 years old) were included in the study, with 16 males and 41 females respectively. The breakpoint of convergence reduced by 0.5 cm (p = 0.001). The binocular accommodative facility improved by 2 cycles per minute (cpm); p = 0.004. The mean, near horizontal prism fusion range (PFR) base break and recovery points both worsened by of 5.0 dioptres (p = 0.003), whereas the mean near horizontal PFR base in recovery point improved by of 4.0 dioptres (p = 0.003).

Discussion: The study validated previous findings as VR gameplay over-exercised and fatigued convergence muscles, but to a small degree. The VR experience improved the participants' ability to change focus quickly and improve accommodation, as well as the divergence function of the eye. However, as the participants were retested directly after the VR gameplay, the findings were limited to short term effects on vision.

虚拟现实游戏后视觉参数的变化。
导读:虚拟现实(VR)游戏是流行的一系列游戏和教育资源。然而,它对视觉系统的要求很高。目前的证据显示对视觉参数的影响相互矛盾。因此,本研究探讨了VR游戏后视觉的变化。方法:本研究在利物浦大学健康科学学院进行。所有受试者双眼视力良好,视力良好,无明显斜视。参与者在玩虚拟现实游戏《Beat Saber》之前和之后分别进行了15分钟的评估,该游戏包含了趋同和发散动作。临床评估,包括使用RAF规则的近汇聚点(NPC)和近适应点(NPA);调节收敛与调节(AC/A)比;运动融合采用棱镜融合范围(33cm),调节设施采用+2.00/-2.00DS鳍状透镜,立体视敏度采用弗里斯比立体测试。结果:共纳入受试者78人(年龄19-25岁),其中男性16人,女性41人。收敛断点降低了0.5 cm (p = 0.001)。双目调节设施提高2次/分(cpm);P = 0.004。近水平棱镜融合范围(PFR)基准点断裂和恢复点的平均值均下降了5.0屈光度(p = 0.003),而恢复点近水平PFR基准点的平均值提高了4.0屈光度(p = 0.003)。讨论:该研究证实了之前的发现,即VR游戏玩法过度锻炼和疲劳了收敛肌肉,但程度较小。VR体验提高了参与者快速改变焦点的能力,改善了适应性,以及眼睛的发散功能。然而,由于参与者在VR游戏后直接进行了重新测试,结果仅限于对视力的短期影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
British and Irish Orthoptic Journal
British and Irish Orthoptic Journal Health Professions-Optometry
CiteScore
1.50
自引率
0.00%
发文量
13
审稿时长
18 weeks
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