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全沉浸式虚拟现实:与静态平衡相关的不良反应。

Full-immersion virtual reality: Adverse effects related to static balance.

机构信息

Department of Physical Therapy, Graduate School of Kyungnam University, 7 Kyungnamdaehak-ro, Masanhappo-gu, Changwon, Gyeongsangnam-do 51767, Republic of Korea.

Department of Physical Therapy, Kyungnam University, 7 Kyungnamdaehak-ro, Masanhappo-gu, Changwon, Gyeongsangnam-do 51767, Republic of Korea.

出版信息

Neurosci Lett. 2020 Aug 10;733:134974. doi: 10.1016/j.neulet.2020.134974. Epub 2020 Apr 12.

Abstract

The use of virtual reality (VR) is associated with several adverse effects including dizziness, headache, and motion sickness. This study investigates how full-immersion VR games cause changes in static balance with associated adverse effects, and whether a fixed or a changing game background is more likely to contribute to such problems. Static balance and adverse effects (eye fatigue and dizziness) were measured in 15 healthy adults under three conditions: baseline; after a full-immersion virtual reality game (PlayStation 4 Pro and PlayStation® VR headset) with a fixed background (15 min); and after a full-immersion virtual reality game with a unfixed background (15 min). Static balance was measured with an AMTI force plate, while eye fatigue and dizziness were measured with the Virtual Reality Symptom Questionnaire (VRSQ) and the Simulator Sickness Questionnaire (SSQ). It was determined that playing a full-immersion VR game had a negative effect on static balance and produced several adverse effects including eye fatigue and dizziness. Moreover, sway velocity and sway length increased significantly in the game with a moving background compared to both the baseline and the game with a fixed background (p < 0.05); VRSQ and SSQ were also significantly higher in this case. It is thus preferable from the perspective of reducing adverse effects that only fixed-background full-immersion VR games be used in rehabilitative interventions.

摘要

虚拟现实(VR)的使用与一些不良反应有关,包括头晕、头痛和晕动病。本研究调查了全沉浸式 VR 游戏如何引起静态平衡的变化以及相关的不良反应,以及固定或变化的游戏背景是否更有可能导致这些问题。在三种情况下测量了 15 名健康成年人的静态平衡和不良反应(眼疲劳和头晕):基线;全沉浸式虚拟现实游戏(PlayStation 4 Pro 和 PlayStation®VR 耳机)后,背景固定(15 分钟);以及全沉浸式虚拟现实游戏后,背景不固定(15 分钟)。静态平衡使用 AMTI 力板测量,而眼疲劳和头晕使用虚拟现实症状问卷(VRSQ)和模拟器疾病问卷(SSQ)测量。结果表明,玩全沉浸式 VR 游戏会对静态平衡产生负面影响,并产生几种不良反应,包括眼疲劳和头晕。此外,与基线和固定背景的游戏相比,具有移动背景的游戏中的摇摆速度和摇摆长度显著增加(p < 0.05);在这种情况下,VRSQ 和 SSQ 也明显更高。因此,从减少不良反应的角度来看,在康复干预中最好只使用固定背景的全沉浸式 VR 游戏。

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