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消费级虚拟现实头显对成人视觉功能的影响。

The Effects of Consumer-grade Virtual Reality Headsets on Adult Visual Function.

作者信息

Long Yan, Shen Ye, Guo DongYu, Wang XiaWei, Gu Yangshun

机构信息

Department of Ophthalmology, the First Affiliated Hospital, College of Medicine, Zhejiang University , Hangzhou, Zhejiang, China.

出版信息

Semin Ophthalmol. 2020 Apr 2;35(3):170-173. doi: 10.1080/08820538.2020.1776342. Epub 2020 Jun 22.

DOI:10.1080/08820538.2020.1776342
PMID:32569490
Abstract

INTRODUCTION

Consumer-grade virtual reality (VR) headset is being used with increasing frequency nowadays, however, the effect on visual function is not clear.

OBJECTIVES

We here investigate whether using VR headset changes adults' visual function and take into account the possible factors.

METHODS

We compared the uncorrected distant visual acuity (UDVA), uncorrected near visual acuity (UNVA), best corrected visual acuity (BCVA), low contrast visual acuity (LCVA), glare visual acuity (GVA), refractive error (RE), amplitude of accommodation (ACC), and pupil diameter (PD) before and after using VR headset 10 mintues at a time twice per day for 2 successive weeks in 40 volunteers with a mean age of 28.6 years. Differences in these 8 parameters before vs. after VR headset use were analyzed using SPSS 22.0.

RESULTS

In our study, we found that the amplitude of accommodation had significantly increased by 0.53 (F = 5.673; = .006) after using, while visual acuity, refractive error and pupil diameter did not show statistically significant changes ( > .05). Correlation test showed that there was no significant correlation between any two parameters on visual function.

CONCLUSION

It is discovered that using a consumer-grade VR headset 10 minutes at a time twice daily for 2 weeks improved the amplitude of accommodation of adults dramatically, while neither visual acuity nor refractive error was affected.

ABBREVIATIONS

VR: visual reality; UDVA: uncorrected distant visual acuity; UNVA: uncorrected near visual acuity; BCVA: best corrected visual acuity; LCVA: low contrast visual acuity; GVA: glare visual acuity; RE: refractive error; ACC: amplitude of accommodation; PD: pupil diameter; 3D: three-dimensional; VDTS: visual display terminal syndrome; FOV: field of view; SEQ: spherical equivalent diopter.

摘要

引言

如今,消费级虚拟现实(VR)头显的使用频率越来越高,然而,其对视觉功能的影响尚不清楚。

目的

我们在此研究使用VR头显是否会改变成年人的视觉功能,并考虑可能的影响因素。

方法

我们比较了40名平均年龄为28.6岁的志愿者,在连续两周内每天使用VR头显两次,每次10分钟前后的未矫正远视力(UDVA)、未矫正近视力(UNVA)、最佳矫正视力(BCVA)、低对比度视力(LCVA)、眩光视力(GVA)、屈光不正(RE)、调节幅度(ACC)和瞳孔直径(PD)。使用SPSS 22.0分析这8项参数在使用VR头显前后的差异。

结果

在我们的研究中,我们发现使用后调节幅度显著增加了0.53(F = 5.673;P = .006),而视力、屈光不正和瞳孔直径没有显示出统计学上的显著变化(P > .05)。相关性测试表明,视觉功能的任何两个参数之间均无显著相关性。

结论

研究发现,成年人每天两次,每次使用消费级VR头显10分钟,持续两周,可显著提高调节幅度,而视力和屈光不正均未受影响。

缩写

VR:虚拟现实;UDVA:未矫正远视力;UNVA:未矫正近视力;BCVA:最佳矫正视力;LCVA:低对比度视力;GVA:眩光视力;RE:屈光不正;ACC:调节幅度;PD:瞳孔直径;3D:三维;VDTS:视觉显示终端综合征;FOV:视野;SEQ:等效球镜度

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