دورية أكاديمية

The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display.

التفاصيل البيبلوغرافية
العنوان: The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display.
المؤلفون: Munsamy AJ; Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa. Electronic address: munsamya1@ukzn.ac.za., Paruk H; Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa., Gopichunder B; Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa., Luggya A; Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa., Majola T; Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa., Khulu S; Discipline of Optometry, School of Health Science, University of KwaZulu-Natal, Westville Campus, Durban, South Africa.
المصدر: Journal of optometry [J Optom] 2020 Jul - Sep; Vol. 13 (3), pp. 163-170. Date of Electronic Publication: 2020 Mar 28.
نوع المنشور: Journal Article
اللغة: English
بيانات الدورية: Publisher: Elsevier Doyma Country of Publication: Spain NLM ID: 101482903 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 1989-1342 (Electronic) Linking ISSN: 19891342 NLM ISO Abbreviation: J Optom Subsets: MEDLINE
أسماء مطبوعة: Publication: - : Barcelona : Elsevier Doyma
Original Publication: 2008- : Madrid : Colegio Nacional de Ópticos-Optometristas de España
مواضيع طبية MeSH: Games, Experimental* , Virtual Reality* , Wearable Electronic Devices*, Accommodation, Ocular/*physiology , Convergence, Ocular/*physiology, Adolescent ; Adult ; Female ; Humans ; Male ; Pilot Projects ; Vision Tests ; Vision, Binocular/physiology ; Visual Acuity/physiology ; Young Adult
مستخلص: Background: To investigate the change between accommodative and vergence facilities before and after exposure to gaming in a virtual reality (VR) device amongst participants with normal binocular visual function.
Methods: 62 participants between the ages of 18-30 years with normal binocular visual function and inter-pupillary distances between 51 and 70 mm were selected for the study. Spectacle and contact lenses users were excluded. The experimental group (n = 42) was exposed to gaming using Samsung Gear VR(SM -R323) whilst the control group (n = 20) watched a television film projected on a two-dimensional screen at 1 m. Pre-test and post-test binocular amplitude-scaled facilities and vergence facilities were obtained for both groups after exposures of 25 min.
Results: Binocular accommodative facilities for the experimental group had a mean pre-test and post-test facility of 11.14 ± 3.67 cpm and 13.38 ± 3.63 cpm, respectively, after gaming using VR device. The vergence facilities for the experimental group had a mean pre-test and post-test facility of 11.41 ± 3.86 cpm and 15.28 ± 4.93 cpm, respectively, after gaming using a VR device. Binocular accommodative facilities for the control group had a mean pre-test and post-test facility of 11.70 ± 3.2 cpm and 11.95 ± 3.4 cpm, respectively. Vergence facilities for the control group had a mean pre-test and post-test facility of 11.55 ± 6.4 cpm and 11.70 ± 4.9 cpm, respectively. The mean change for binocular accommodative facilities was 2.24 ± 3.43 cpm and 0.25 ± 1.25 cpm for the experimental and control group, respectively. The mean change for vergence facilities was 3.81 ± 3.09 cpm and 0.15 ± 2.72 cpm for the experimental and control group, respectively. Binocular accommodative facilities and vergence facility showed a statistically significant mean increase greater than the control group after gaming using a VR device using an independent t-test (p < 0.05).
Conclusion: The results showed that binocular accommodative facilities and vergence facilities increased after 25 min of VR gaming in emmetropic participants under 30 years of age with inter-pupillary distances between 51 mm and 70 mm.
(Copyright © 2020 Spanish General Council of Optometry. Published by Elsevier España, S.L.U. All rights reserved.)
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معلومات مُعتمدة: D43 TW010131 United States TW FIC NIH HHS
فهرسة مساهمة: Keywords: Accommodative facilities; Facilidad de acomodación; Facilidad de vergencia; Gaming; Juego; Realidad virtual; Vergence facilities; Virtual Reality
تواريخ الأحداث: Date Created: 20200403 Date Completed: 20210521 Latest Revision: 20210521
رمز التحديث: 20240513
مُعرف محوري في PubMed: PMC7301196
DOI: 10.1016/j.optom.2020.02.004
PMID: 32234359
قاعدة البيانات: MEDLINE
الوصف
تدمد:1989-1342
DOI:10.1016/j.optom.2020.02.004