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  6. Binocular Vision and Ocular Surface Effects and Investigations of Virtual Reality Headset in Young Adults: Preliminary Results
 
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Binocular Vision and Ocular Surface Effects and Investigations of Virtual Reality Headset in Young Adults: Preliminary Results

Journal Volume
中山醫學雜誌 ; 35卷2期 (2024 / 12 / 01) , P65-74
Date Issued
2025-12-03T06:39:28Z
URI
https://scholars.csmu.edu.tw/handle/123456789/8593
Abstract
Purpose: To compare the binocular vision and ocular surface effects after practiced two different kinds, dynamic and static, of virtual reality (VR) games. Methods: A total of 11 healthy (without ocular injury or surgery) subjects, age 20 to 35, performed two different types of VR games and each for 30 minutes. There was a twenty minutes break between two games. Assessments were performed before and after using HTC VIVE^(TM) headset device including visual acuity (VA), intraocular pressure (IOP), cover test, Maddox Rod, Von Graefe, Vergence Range, amplitude of accommodation (AA), accommodative facility (AF), and non-invasive keratograph break up time (NIKBUT). The NIKBUT was arranged as the last examination in base-line and the first right after using VR device to eliminate other possible factors to affect the results. Also, we investigated subjective performances with questionnaires to understand the habitual of using electronic devices and the feeling after playing the VR games. Results: No significant difference in VA whether at near or distance after VR expo-sure. IOP in right eye was statistically dropped after playing the static game. There was an exophoric shift at distance cover test both after static and dynamic games which consisted with the subjective assessment. NIKBUT was statistically significant decreased only in left eye after the exposure of static game and 71.4% felt more blur in vision quality through questionnaire after exposure of dynamic game. Conclusion: Though VA at far or near distance and AA were not statistically signifi-cant difference, a distance exophoric shift of deviation in cover test and a decreased of IOP were found. Also, a decreased of tear film break up time consisted with worse vision quality after VR games subjectively were observed, especially in dynamic game. Indicated that it could require more visual functions in more exciting games and should be discussed more in the future study.
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