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探討不同屈光矯正模式對於虛擬實境中視覺誘發動暈症的影響
Date Issued
2024
Author(s)
張家旗
CHANG, CHIA-CHI
Advisor
陳佳琪;林世宏
CHEN, CHIA-CHI;LIN, SHIH-HUNG
Abstract
目的探討不同屈光矯正模式介入,對於虛擬實境中對視覺誘發動暈症所造成的影響。主要觀察指標為雙眼視功能、虛擬實境眩暈問卷與平衡分數。方法本研究共收納43名年齡介於18至30歲的年輕健康成年人進行三次回訪,分別使用慣用處方框架眼鏡、單焦隱形眼鏡與低加入度隱形眼鏡於虛擬實境中遊玩Epic Roller Coaster至多15分鐘,虛擬實境使用前後皆需檢測雙眼視覺功能(遠/近距離眼位、聚合近點、調節近點、遠/近距離水平聚散能力、遠/近距離垂直聚散能力、正負相對調節力、調節幅度、調節靈敏度、融像聚散靈敏度、高/低對比視力值與對比敏感度)、虛擬實境眩暈問卷(VRSQ)以及完成Sway Balance應用程式中的平衡分數測量。研究對象所有數據將經由IBM SPSS Statistic 22版統計軟體進行分析。結果研究結果表明,三組不同屈光矯正模式介入虛擬實境後,兩款隱形眼鏡組相較框架眼鏡組的雙眼視覺功能測驗中,遠距離眼位沒有改變的人數較多、調節與聚合近點下降幅度較少、AC/A比值下降。而虛擬實境眩暈問卷分數在三組間雖無顯著變化,但退出虛擬實境後30分鐘內的症狀恢復中,兩款隱形眼鏡具較快的恢復能力,其中又以低加入度隱形眼鏡的表現略好於單焦隱形眼鏡。Sway Balance應用程式中的平衡分數以低加入度隱形眼鏡下降幅度較少(即平衡較好)。結論虛擬實境刺激誘導視覺誘發動暈症後,使眼位暫時向外偏斜、調節與聚散能力下降,然而,經隱形眼鏡介入後發現症狀有緩解之現象,其中又以低加入度隱形眼鏡表現較好,但仍未能完全減緩動暈症發生,應是受試者間對動暈症的個體差異過大導致。
PurposeTo investigate the impact of different refractive correction methods on Visually Induced Motion Sickness (VIMS) in Virtual Reality (VR). The primary outcome measures include binocular vision function, Virtual Reality Sickness Questionnaire (VRSQ), and balance scores.Method43 healthy adults within 18 to 30 year-old were enrolled in the study, and completed three visits. Each visit involved using their habitual prescription spectacle, single vision contact lenses, and low-addition contact lenses while playing Epic Roller Coaster in VR for up to 15 minutes. Binocular vision function (distance/near phoria, near point of convergence (NPC), near point of accommodation (NPA), distance/near horizontal vergence range, distance/near vertical vergence range, positive and negative relative accommodation (NRA/PRA), amplitude of accommodation (AA), accommodative facility (AF), fusional vergence facility (FVF), high/low contrast visual acuity (HCVA / LCVA), and contrast sensitivity), VRSQ, and balance scores measured by the Sway Balance application were assessed before and after VR exposure. All data were analyzed with IBM SPSS Statistics version 22.ResultThe study indicated that after VR exposure, subjects wearing both types of contact lenses showed more individuals with distance phoria within in normal range and a smaller reduction in NPA and NPC compared to those wearing spetacles. Additionally, there was a more pronounced decrease in the AC/A ratio in the contact lens groups.While there was no significant difference in VRSQ scores among the three groups, the recovery of symptoms within 30 minutes after exiting VR was faster in the contact lens groups, with the low-addition contact lenses performing slightly better than the single-vision contact lenses. Furthermore, balance scores measured by the Sway Balance application showed a smaller decrease (indicating better balance performance) with the low-addition contact lens .ConclusionVR exposure induced VIMS, resulting in temporary exophoria and decreased accommodation and convergence abilities. However, symptoms were alleviated with contact lens interventions, particularly with low-addition contact lenses which showed a better performance. Despite this improvement, the occurrence of motion sickness was not completely mitigated, possibly due to individual differences in susceptibility to motion sickness among subjects.
Subjects
虛擬實境
動暈症
動暈易感性
低加入度隱形眼鏡
雙眼視覺功能
Virtual Reality
Motion Sickness
Motion Sickness Susceptibility
Low-Addition Contact Lenses
Binocular Vision Function
Type
thesis
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112CSMU0527010-001.pdf
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17.91 MB
Format
Adobe PDF
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(MD5):e7c1803eab21fb52d2ccc65109a032e5