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虚拟现实游戏后聚散和调节反应的个体差异

Individual Variations in Vergence and Accommodation Responses Following Virtual Reality Gameplay.

作者信息

Sumarokova Alona, Alksnis Reinis, Rappo Dagni, Panke Karola, Krumina Gunta, Pladere Tatjana

机构信息

Department of Optometry and Vision Science, Faculty of Science and Technology, University of Latvia, LV-1004 Riga, Latvia.

Laboratory of Statistical Research and Data Analysis, Faculty of Science and Technology, University of Latvia, LV-1004 Riga, Latvia.

出版信息

Vision (Basel). 2024 Dec 20;8(4):69. doi: 10.3390/vision8040069.

Abstract

Virtual reality (VR) can challenge the visual system, leading to temporary oculomotor changes, though the degree of change varies among individuals. While the vergence and accommodation system plays a crucial role in VR perception, it remains unclear whether individuals whose visual functions fall outside clinical norms experience larger changes. Thus, our study aimed to investigate whether changes in vergence and accommodation responses following VR gameplay differ between individuals with and without non-strabismic binocular and accommodative disorders. To assess this, both subjective and objective measurements were conducted before and after 20 min of playing Beat Saber. Results revealed significant alterations across both subjective measurements-near point of convergence and near point of accommodation-and objective measurements, including eye refraction, accommodation lag, and accommodative microfluctuations at far. Moreover, individuals with non-strabismic binocular and accommodative disorders exhibited larger accommodative microfluctuations at far compared to the control group. Overall, these findings indicate that considering individual differences in vergence and accommodation responses is important when evaluating the impact of VR on the visual system and can be helpful in the design and use of VR systems, particularly for individuals with binocular and accommodative disorders.

摘要

虚拟现实(VR)会对视觉系统构成挑战,导致眼动出现暂时变化,不过变化程度因人而异。虽然聚散和调节系统在VR感知中起着关键作用,但尚不清楚视觉功能超出临床规范的个体是否会出现更大的变化。因此,我们的研究旨在调查患有和未患有非斜视性双眼和调节障碍的个体在玩VR游戏后聚散和调节反应的变化是否存在差异。为了评估这一点,在玩《节奏光剑》20分钟前后进行了主观和客观测量。结果显示,主观测量(集合近点和调节近点)和客观测量(包括眼屈光、调节滞后和远距离调节微波动)均有显著变化。此外,与对照组相比,患有非斜视性双眼和调节障碍的个体在远距离时表现出更大的调节微波动。总体而言,这些发现表明,在评估VR对视觉系统的影响时,考虑聚散和调节反应的个体差异很重要,这有助于VR系统的设计和使用,特别是对于患有双眼和调节障碍的个体。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5015/11728741/45b28767d598/vision-08-00069-g001.jpg

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