Munsamy Alvin J, Paruk Husna, Gopichunder Bronwyn, Luggya Anela, Majola Thembekile, Khulu Sneliswa
Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa.
Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa.
J Optom. 2020 Jul-Sep;13(3):163-170. doi: 10.1016/j.optom.2020.02.004. Epub 2020 Mar 28.
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.
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.
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).
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-pupillary distances between 51 mm and 70 mm.
探讨双眼视觉功能正常的参与者在使用虚拟现实(VR)设备进行游戏前后调节和聚散功能的变化。
选取62名年龄在18 - 30岁之间、双眼视觉功能正常且瞳距在51至70毫米之间的参与者进行研究。排除佩戴眼镜和隐形眼镜的用户。实验组(n = 42)使用三星Gear VR(SM - R323)进行游戏,而对照组(n = 20)在1米处观看二维屏幕上播放的电视电影。两组在暴露25分钟后,分别获得测试前和测试后的双眼幅度缩放功能及聚散功能数据。
实验组在使用VR设备进行游戏后,双眼调节功能测试前和测试后的平均功能分别为11.14 ± 3.67次/分钟和13.38 ± 3.63次/分钟。实验组在使用VR设备进行游戏后,聚散功能测试前和测试后的平均功能分别为11.41 ± 3.86次/分钟和15.28 ± 4.93次/分钟。对照组双眼调节功能测试前和测试后的平均功能分别为11.70 ± 3.2次/分钟和11.95 ± 3.4次/分钟。对照组聚散功能测试前和测试后的平均功能分别为11.55 ± 6.4次/分钟和11.70 ± 4.9次/分钟。实验组双眼调节功能的平均变化为2.24 ± 3.43次/分钟,对照组为0.25 ± 1.25次/分钟。实验组聚散功能的平均变化为3.81 ± 3.09次/分钟,对照组为0.15 ± 2.72次/分钟。使用独立t检验,结果显示在使用VR设备进行游戏后,实验组双眼调节功能和聚散功能的平均增加量在统计学上显著高于对照组(p < 0.05)。
结果表明,年龄在30岁以下、瞳距在51毫米至70毫米之间的正视眼参与者在进行25分钟的VR游戏后,双眼调节功能和聚散功能增强。