Optics department, IMT Atlantique Bretagne-Pays de la Loire, Campus de Brest, Technopôle Brest-Iroise, CS 83818, 29238 Brest cedex 03, France; Laboratoire de Traitement de l'Information Médicale INSERM-UBO UMR 1101, Bâtiment 1, CHRU Morvan, 2, avenue Foch, 29609 Brest cedex, France; UBO, 3, rue des Archives, 29238 Brest, France.
Optics department, IMT Atlantique Bretagne-Pays de la Loire, Campus de Brest, Technopôle Brest-Iroise, CS 83818, 29238 Brest cedex 03, France; Laboratoire de Traitement de l'Information Médicale INSERM-UBO UMR 1101, Bâtiment 1, CHRU Morvan, 2, avenue Foch, 29609 Brest cedex, France.
J Fr Ophtalmol. 2021 Sep;44(7):1029-1037. doi: 10.1016/j.jfo.2020.09.032. Epub 2021 May 24.
Blinking plays an important role in protecting the eyes, and the use of computers has been associated with a reduction in the blink rate. The goal of this study was to evaluate the effect of a virtual reality headset on blinking and lipid layer thickness and to compare these data to those associated with a conventional desktop monitor.
Two experiments were performed to compare the effect of 20minutes of use of a virtual reality headset (FOVE) and 20minutes of use of a desktop monitor on the frequency and length of blinks (experiment 1, 15 participants) and on the thickness of the lipid layer as measured by Lipiview (experiment 2, 12 participants).
In the first experiment, the blink rate [F(1.83)=4.3, P=0.04, β=0.36] and duration [F(1.83)=13, P=0.001, β=0.35] increased with time under both conditions, but no statistical difference was found between the two conditions (headset vs. desktop monitor) either for blink rate [rmANOVA F(1.11)=0.01, P=0.92; headset: 15.1 blinks, 95% CI: 12.6 to 17.6 blinks; desktop: 14.6 blinks, 95% CI: 13.6 to 15.7 blinks] or for blink duration [rmANOVA F(1.11)=4.534, P=0.06; headset: 205.75ms, 95% CI: 200.9 to 210.6ms; desktop: 202.82ms, 95% CI: 198.2 to 207.5ms]. However, strong individual variations were observed. Evaluation of simulator sickness and visual fatigue by questionnaire showed no significant differences between the two conditions (SSQ simulator sickness questionnaire: V=46, P=0.62; VFQ visual fatigue questionnaire: V=15.5, P=0.13). In the second experiment, the lipid layer thickness increased significantly after use of the VR headset [F(1.18)=11.03, P=0.004, headset: 76.2nm, desktop: 58.8nm].
In terms of recommendations, the effect of virtual reality headsets on blink duration and frequency during a moderate exposure (20minutes) is comparable to that of a conventional desktop monitor. However, the strong individual variations observed, the lack of reliable tests to evaluate this individual sensitivity, and the significant increase in lipid layer thickness in experiment 2 suggest the value of a more detailed investigation, in particular with consideration of a longer exposure time and other tear film parameters.
眨眼在保护眼睛方面起着重要作用,而使用计算机已与眨眼频率降低有关。本研究的目的是评估虚拟现实耳机对眨眼和脂质层厚度的影响,并将这些数据与传统桌面显示器进行比较。
进行了两项实验,以比较使用虚拟现实耳机(FOVE)20 分钟和使用桌面显示器 20 分钟对眨眼频率和长度的影响(实验 1,15 名参与者)以及使用 Lipiview 测量的脂质层厚度(实验 2,12 名参与者)。
在第一项实验中,眨眼率[F(1.83)=4.3,P=0.04,β=0.36]和持续时间[F(1.83)=13,P=0.001,β=0.35]随时间增加,但两种条件之间无统计学差异(头戴式耳机与桌面显示器)[重复测量方差分析 F(1.11)=0.01,P=0.92;头戴式耳机:15.1 次眨眼,95%置信区间:12.6 至 17.6 次眨眼;桌面:14.6 次眨眼,95%置信区间:13.6 至 15.7 次眨眼]或眨眼持续时间[重复测量方差分析 F(1.11)=4.534,P=0.06;头戴式耳机:205.75ms,95%置信区间:200.9 至 210.6ms;桌面:202.82ms,95%置信区间:198.2 至 207.5ms]。然而,观察到强烈的个体差异。通过问卷评估模拟器疾病和视觉疲劳,两种条件之间无显著差异(SSQ 模拟器疾病问卷:V=46,P=0.62;VFQ 视觉疲劳问卷:V=15.5,P=0.13)。在第二项实验中,使用虚拟现实耳机后,脂质层厚度显著增加[F(1.18)=11.03,P=0.004,头戴式耳机:76.2nm,桌面:58.8nm]。
就建议而言,虚拟现实耳机在适度暴露(20 分钟)期间对眨眼持续时间和频率的影响可与传统桌面显示器相媲美。然而,观察到的强烈个体差异、缺乏评估这种个体敏感性的可靠测试以及实验 2 中脂质层厚度的显著增加表明需要更详细的研究,特别是考虑到更长的暴露时间和其他泪膜参数。