St Louis Children's Hospital at Washington University Medical Center, St Louis, Missouri, USA.
St Louis Children's Hospital at Washington University Medical Center, St Louis, Missouri, USA.
Am J Ophthalmol. 2020 Jan;209:151-159. doi: 10.1016/j.ajo.2019.07.020. Epub 2019 Aug 1.
To assess the safety of VR 3D headset (virtual reality 3-dimensional binocular-stereoscopic near-eye display) use in young children. Product safety warnings that accompany VR headsets ban their use in children under age 13 years.
Prospective, interventional, before-and-after study.
Recordings were obtained in 50 children (29 boys) aged 4-10 years (mean 7.2 ± 1.8 years). Minimum binocular corrected distance visual acuity (CDVA) was 20/50 (logarithm of the minimum angle of resolution [logMAR] 0.4) and stereoacuity 800 seconds of an arc or better. A Sony PlayStation VR headset was worn for 2 sequential play sessions (of 30 minutes each) of a first-person 3D flying game (Eagle Flight) requiring head movement to control flight direction (pitch, yaw, and roll axes). Baseline testing preceded VR exposure, and each VR session was followed by post-VR testing of binocular CDVA, refractive error, binocular eye alignment (strabismus), stereoacuity, and postural stability (imbalance). Visually induced motion sickness was probed using the Simulator Sickness Questionnaire modified for pediatric use (Peds SSQ). Visual-vestibulo-ocular reflex (V-VOR) adaptation was also tested pre- vs post-trial in 5 of the children. Safety was gauged as a decline or change from baseline in any visuomotor measure.
Forty-six of 50 children (94%) completed both VR play sessions with no significant change from baseline in measures of binocular CDVA (P = .89), refractive error (P = .36), binocular eye alignment (P = .90), or stereoacuity (P = .45). Postural stability degraded an average 9% from baseline after 60 minutes of VR exposure (P = .06). Peds SSQ scores increased a mean 4.7%-comparing pretrial to post-trial-for each of 4 symptom categories: eye discomfort (P = .02), head/neck discomfort (P = .03), fatigue (P = .03), and motion sickness (P = .01). None of the children who finished both trial sessions (94%) asked to end the play, and the majority were disappointed when play was halted. V-VOR gain remained unaltered in the 5 children tested. Three children (6% of participants) discontinued the trial during the first 10 minutes of the first session of VR play, 2 girls (aged 5 and 6 years) and 1 boy (aged 7 years). The girls reported discomfort consistent with mild motion sickness; the boy said he was bored and the headset was uncomfortable. No child manifested aftereffects ("flashbacks") in the days following the VR exposure.
Young children tolerate fully immersive 3D virtual reality game play without noteworthy effects on visuomotor functions. VR play did not induce significant post-VR postural instability or maladaption of the vestibulo-ocular reflex. The prevalence of discomfort and aftereffects may be less than that reported for adults.
评估 VR 3D 头戴设备(虚拟现实三维双目立体近眼显示)在幼儿中的使用安全性。随 VR 头戴设备附带的产品安全警告禁止 13 岁以下儿童使用。
前瞻性、干预性、前后对照研究。
对 50 名 4-10 岁(平均 7.2±1.8 岁)的儿童(29 名男孩)进行了记录。最低矫正远距视力(CDVA)为 20/50(最小角分辨率的对数[logMAR]0.4),立体视锐度为 800 秒弧或更好。索尼 PlayStation VR 头戴设备连续进行了 2 次 30 分钟的第一人称 3D 飞行游戏(Eagle Flight),需要头部运动来控制飞行方向(俯仰、偏航和滚动轴)。在 VR 暴露之前进行基线测试,并且在每次 VR 会话后,对双眼 CDVA、屈光不正、双眼眼位(斜视)、立体视锐度和姿势稳定性(平衡)进行了后 VR 测试。使用经过小儿使用改良的模拟器疾病问卷(小儿 SSQ)来探测视觉诱发的运动病。还在 5 名儿童中测试了视觉前庭眼反射(V-VOR)适应能力,分别在试验前和试验后进行。安全性是指任何视觉运动测量值与基线相比的下降或变化。
50 名儿童中有 46 名(94%)完成了两次 VR 游戏,双眼 CDVA(P=0.89)、屈光不正(P=0.36)、双眼眼位(P=0.90)或立体视锐度(P=0.45)均无显著变化。60 分钟 VR 暴露后,姿势稳定性平均下降 9%(P=0.06)。在 4 个症状类别中,每个类别的小儿 SSQ 评分平均增加 4.7%:眼部不适(P=0.02)、头/颈部不适(P=0.03)、疲劳(P=0.03)和运动病(P=0.01)。完成两次试验的 94%的儿童没有要求结束游戏,而且大多数在游戏停止时感到失望。在接受测试的 5 名儿童中,V-VOR 增益保持不变。3 名儿童(94%的参与者)在 VR 游戏第一阶段的前 10 分钟内停止了试验,2 名女孩(5 岁和 6 岁)和 1 名男孩(7 岁)。女孩报告的不适与轻度运动病一致;男孩说他感到无聊,而且头戴设备不舒服。没有孩子在 VR 暴露后的几天内出现后遗症(“闪回”)。
幼儿可以耐受完全沉浸式的 3D 虚拟现实游戏,而不会对视觉运动功能产生显著影响。VR 游戏不会引起明显的 VR 后姿势不稳定或前庭眼反射适应不良。不适和后遗症的发生率可能低于成年人报告的发生率。