Abstract

We examined the effects of using mobile devices with immersive virtual reality for a short period on the physiological parameters of both eyes. The average age of the 50 participants (23 men and 27 women) was 17.72 ± 1.48 years, and refractive error ranged from 0 D to − 5.00 D. All the participants wore + 3.00 D glasses and underwent a 5-min relaxation adjustment through the atomization method. The participants wore immersive virtual reality (VR) glasses to watch a movie on a roller coaster for 10 min. Their relevant physiological parameters of the eyes were measured both before and after using VR glasses. Compared with before VR use, no significant difference (P > 0.05) was observed in the near-horizontal vergence and refractive error but a significant difference (P < 0.05) was observed in the amplitude of accommodation, intraocular pressure, divergence/convergence, and stereopsis after VR use. The corneal elastic coefficient was > 0.2 MPa, and we used Friedenwald’s eye rigidity relationship to obtain the K value (0.065–0.09). Approximately 10% of the participants experienced cybersickness symptoms such as nausea and dizziness. The use of VR to watch three-dimensional movies reduced intraocular pressure, which may help prevent or treat glaucoma. Moreover, the binocular convergence was higher when viewing near-field objects in VR than in the real world. Therefore, individuals with convergence excess may experience symptoms. Binocular parallax is the most likely cause of cybersickness symptoms. Thus, mobile VR devices with higher quality and comfort are necessary.

Highlights

  • We examined the effects of using mobile devices with immersive virtual reality for a short period on the physiological parameters of both eyes

  • The mean AA of the left and right eyes before using virtual reality (VR) glasses decreased by 1.83 ± 0.05 D and 1.88 ± 0.81 D, respectively, compared with the values obtained after using VR glasses (P < 0.05)

  • The center values of the result revealed that the near-horizontal vergence (NHV) for BI in both eyes decreased after using VR glasses compared with before using VR glasses

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Summary

Introduction

We examined the effects of using mobile devices with immersive virtual reality for a short period on the physiological parameters of both eyes. Examining changes occurring in IOP and related ocular physiological parameters, before and after the use of mobile devices with immersive VR during this period of time can indicate the immediate physiological effects of these products on the eyes. Since the experiment is only 10 min, we expect that IOP will not change too much during this time, which allows us to use a method similar to a small signal a­ nalysis[14] to help analyze the dynamics of shortterm IOP change and calculate the elastic modulus of the cornea In this method, the small variation in IOP has a linear relationship with the eyeball volume. In some related alternative experimental m­ ethods[18,19,20], the variation of IOP is about 5-10 mmHg, at this time, the IOP increase largely, the contribution of extraocular muscles’ pulling effect could not be ignored

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