Abstract

BackgroundTo investigate the differences in refraction, accommodative factors, visual parameters, and subjective symptoms after using two types of virtual reality (VR) content with different depths of perception.MethodsTwenty-three volunteers, who played VR games in two modes (immersive and non-immersive) for 30 min, were enrolled. Visual parameters were examined before and after using VR. Accommodative factors were measured using static and dynamic methods. Subjective symptoms were assessed using a questionnaire. Differences according to VR content were compared, and correlations between each visual parameter were analyzed.ResultsThere were no changes in refraction or accommodative factors after use of the VR. However, there was a significant increase in the near point of accommodation (NPA), the near point of convergence (NPC), and subjective symptom scores after using the immersive mode. Correlation analysis revealed a positive correlation between baseline values of near exophoria and mean accommodative lag of the dominant eye, and also revealed a negative correlation between NPA and mean accommodative lag in the non-dominant eye.ConclusionsThe use of VR for 30 min increased NPA and NPC, especially after the immersive mode was used. In addition, higher exophoria and smaller NPA is associated with increased accommodative lag after using VR.

Highlights

  • To investigate the differences in refraction, accommodative factors, visual parameters, and subjective symptoms after using two types of virtual reality (VR) content with different depths of perception

  • One participant was excluded from the analysis after discontinuing the immersive mode of VR due to severe headache and nausea

  • The near point of accommodation (NPA) was increased in both eyes (p = 0.005 in the dominant eye, p = 0.002 in the non-dominant eye)

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Summary

Introduction

To investigate the differences in refraction, accommodative factors, visual parameters, and subjective symptoms after using two types of virtual reality (VR) content with different depths of perception. A virtual reality (VR) device is an immersive medium that uses a head-mounted display (HMD). VR creates the sensation of being entirely transported into a virtual three-dimensional (3D) world, which can provide a far more visceral experience compared to other video formats. VR devices have become available for purchase on the Internet from a variety of manufacturers, and have been widely used for gaming. The proper use of VR has not yet been established. In health and safety warnings provided by manufacturers, VR is not recommended for use by children < 13 years of age.

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