Fan Lei, Wang Junjie, Li Qi, Song Zhenhao, Dong Jinhui, Bao Fangjun, Wang Xiaofei
National Engineering Research Center of Ophthalmology and Optometry, Eye Hospital, Wenzhou Medical University, Wenzhou, China.
School of Ophthalmology and Optometry and School of Biomedical Engineering, Wenzhou Medical University, Wenzhou, China.
Front Neurosci. 2023 Mar 31;17:1173127. doi: 10.3389/fnins.2023.1173127. eCollection 2023.
This study aimed to investigate the eye movement characteristics and visual fatigue of virtual reality games with different interaction modes. Eye movement data were recorded using the built-in eye tracker of the VR device and eye movement parameters were calculated from the recorded raw data. The Visual Fatigue Scales and Simulator Sickness Questionnaire were used to subjectively assess visual fatigue and overall discomfort of the VR experience. Sixteen male and 17 female students were recruited for this study. Results showed that both the primary and 360 mode of VR could cause visual fatigue after 30 min of gameplay, with significant differences observed in eye movement behavior between the two modes. The primary mode was more likely to cause visual fatigue, as shown by objective measurements of blinking and pupil diameter. Fixation and saccade parameters also showed significant differences between the two modes, possibly due to the different interaction modes employed in the 360 mode. Further research is required to examine the effects of different content and interactive modes of VR on visual fatigue, as well as to develop more objective measures for assessing it.
本研究旨在调查不同交互模式的虚拟现实游戏的眼动特征和视觉疲劳。使用VR设备的内置眼动仪记录眼动数据,并从记录的原始数据中计算眼动参数。使用视觉疲劳量表和模拟器晕动病问卷对VR体验的视觉疲劳和整体不适进行主观评估。本研究招募了16名男学生和17名女学生。结果表明,VR的主模式和360模式在游戏30分钟后都会导致视觉疲劳,两种模式的眼动行为存在显著差异。主模式更有可能导致视觉疲劳,如眨眼和瞳孔直径的客观测量所示。注视和扫视参数在两种模式之间也存在显著差异,这可能是由于360模式采用了不同的交互模式。需要进一步研究以检查VR不同内容和交互模式对视觉疲劳的影响,以及开发更客观的评估方法。