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虚拟现实游戏后视觉参数的变化。

Changes to Visual Parameters Following Virtual Reality Gameplay.

作者信息

Banstola Sanjog, Hanna Kerry, O'Connor Anna

机构信息

University of Liverpool, GB.

出版信息

Br Ir Orthopt J. 2022 Jun 27;18(1):57-64. doi: 10.22599/bioj.257. eCollection 2022.

Abstract

INTRODUCTION

Virtual reality (VR) gameplay is popular with a range of games and educational resources available. However, it puts high demands on the visual system. Current evidence shows conflicting impacts on visual parameters. Therefore, this study explores the changes to vision following VR gameplay.

METHODS

The study was conducted at the School of Health Sciences, University of Liverpool. All participants had binocular vision with good visual acuity and no manifest strabismus. Participants were assessed before and after playing 15 minutes of the VR game Beat Saber, which incorporated convergence and divergence movements. Clinical assessments including near point of convergence (NPC) and near point of accommodation (NPA) using the RAF rule; accommodative convergence to accommodation (AC/A) ratio; motor fusion using the prism fusion range (at 33cm), accommodation facility using +2.00/-2.00DS flipper lenses, and stereoacuity using the Frisby stereo test were assessed before and after playing.

RESULTS

Seventy-eight participants (19-25 years old) were included in the study, with 16 males and 41 females respectively. The breakpoint of convergence reduced by 0.5 cm (p = 0.001). The binocular accommodative facility improved by 2 cycles per minute (cpm); p = 0.004. The mean, near horizontal prism fusion range (PFR) base break and recovery points both worsened by of 5.0 dioptres (p = 0.003), whereas the mean near horizontal PFR base in recovery point improved by of 4.0 dioptres (p = 0.003).

DISCUSSION

The study validated previous findings as VR gameplay over-exercised and fatigued convergence muscles, but to a small degree. The VR experience improved the participants' ability to change focus quickly and improve accommodation, as well as the divergence function of the eye. However, as the participants were retested directly after the VR gameplay, the findings were limited to short term effects on vision.

摘要

引言

虚拟现实(VR)游戏玩法在一系列游戏和教育资源中很受欢迎。然而,它对视觉系统有很高的要求。目前的证据显示对视觉参数有相互矛盾的影响。因此,本研究探讨了VR游戏玩法后视力的变化。

方法

该研究在利物浦大学健康科学学院进行。所有参与者均有双眼视力且视力良好,无明显斜视。参与者在玩15分钟的VR游戏《节奏光剑》前后接受评估,该游戏包含集合和发散运动。临床评估包括使用RAF规则的集合近点(NPC)和调节近点(NPA);调节性集合与调节(AC/A)比率;使用棱镜融合范围(在33厘米处)进行运动融合,使用+2.00/-2.00DS翻转透镜进行调节功能检查,以及使用弗里兹比立体视觉测试进行立体视锐度检查,均在游戏前后进行评估。

结果

78名参与者(19 - 25岁)纳入研究,分别有16名男性和41名女性。集合断点减少了0.5厘米(p = 0.001)。双眼调节功能每分钟提高了2个周期(cpm);p = 0.004。平均近水平棱镜融合范围(PFR)底部分离和恢复点均恶化了5.0屈光度(p = 0.003),而平均近水平PFR恢复点的底部分离改善了4.0屈光度(p = 0.003)。

讨论

该研究验证了先前的发现,即VR游戏玩法过度锻炼并使集合肌肉疲劳,但程度较小。VR体验提高了参与者快速改变焦点和改善调节的能力,以及眼睛的发散功能。然而,由于参与者在VR游戏玩法后直接重新测试,研究结果仅限于对视力的短期影响。

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