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  1. Home
  2. College of Medical Science and Technology/醫學科技學院
  3. School of Optometry/視光學系
  4. 探討足球員在虛擬實境中的視覺表現與動暈症狀
 
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探討足球員在虛擬實境中的視覺表現與動暈症狀

Date Issued
2024
Author(s)
莊松霖
ZHUANG, SONG-LIN
Advisor
林世宏  
LIN, SHIH-HUNG  
URI
https://handle.ncl.edu.tw/11296/953522
https://scholars.csmu.edu.tw/handle/123456789/6528
Abstract
目的本研究欲藉由虛擬實境(Virtual Reality, VR)探討足球員的視覺搜索和注視行為。同時,也會探討足球員在 VR 中經歷的動暈症。此外,還會以周邊離焦隱形眼鏡(Peripheral Defocus Contact Lenses, PDCLs)介入,檢視其對上述視覺表現和虛擬實境動暈症的影響。方法本研究共收納 17 名足球員和 20 名非運動員。研究將使用兩款遊戲軟體來探討視覺表現,並使用主觀問卷 VRSQ 和平衡測驗 mBESS 來評估虛擬實境動暈症。前兩次受測分別使用慣用處方和 PDCLs 來探討視覺搜索和虛擬實境動暈症,第三次受測則先後使用這兩種矯正方式進行注視行為評估。結果視覺表現方面,佩戴慣用處方的足球員無論在搜索任務還是注視任務中,皆顯著優於非運動員。在佩戴 PDCLs 後,所有人在搜索任務和注視任務中的表現都有進步,其中足球員的進步幅度較大。VRSQ 的結果顯示,兩組在虛擬實境動暈症方面並無顯著差異。而佩戴 PDCLs 後的 VRSQ 結果顯示,虛擬實境動暈症在兩組之間亦無顯著差異,但與慣用處方相比都有下降趨勢,雖然這種下降並不顯著。兩次受測的 mBESS 結果顯示,平衡表現在兩組間不總是能看出區別。退出 VR 後的平衡表現雖然都有下降的趨勢,但也未達顯著性。透過視覺表現和輔助測驗,發現 PDCLs 對周邊視覺的影響似乎不明顯。結論足球員在視覺表現方面取得了較卓越的結果,這源於他們對視覺技能較高的掌握度。在佩戴 PDCLs 後,所有受測者的視覺表現都有所提升,因此 PDCLs 在本研究中對周邊視覺的影響似乎不明顯。兩組在退出 VR 後的平衡表現雖然有所下降,但多數情況不具顯著性。最後,足球員的虛擬實境動暈症並沒有顯著較低,症狀程度在個體間存在很大的差異。因此,未來在解決虛擬實境動暈症時,更應該從硬體和軟體兩方面持續改進,以根本地解決這一問題。
PurposeThis study explored the visual search and gaze behavior of football players using Virtual Reality (VR). It also investigated cybersickness in VR among football players. Additionally, the study used Peripheral Defocus Contact Lenses (PDCLs) to evaluate their effect on visual performance and cybersickness.MethodsThis study included 17 football players and 20 non-athletes. Two game software applications were utilized to assess visual performance, and subjective questionnaires (VRSQ) and balance tests (mBESS) were employed to assess cybersickness in VR. In the first two testing sessions, habitual prescription and PDCLs were used to assess visual search and cybersickness. In the third testing session, both types of correction were used sequentially to assess gaze behavior.ResultsIn terms of visual performance, football players with habitual prescription significantly outperformed non-athletes in both visual search and gaze tasks. After wearing PDCLs, all participants showed improvements in both visual search and gaze tasks, with football players exhibiting more substantial gains. The VRSQ results indicated no significant difference in cybersickness between the two groups. However, after wearing PDCLs, the VRSQ results showed a downward trend in cybersickness in both groups compared to habitual prescription, though this decrease was not significant. The mBESS results from the two testing sessions showed that balance performance did not always differ significantly between the two groups. Although there was a trend toward decreased balance performance after exiting VR, this decrease did not reach statistical significance. The effect of PDCLs on peripheral vision appears to be minimal based on visual performance and supplementary tests.ConclusionFootball players achieved superior visual performance, attributed to their higher proficiency in visual skills. After wearing PDCLs, all participants showed improvements in visual performance, suggesting that PDCLs had a minimal effect on peripheral vision in this study. Although balance performance in both groups declined after exiting VR, this decrease was generally not significant. Additionally, cybersickness in football players was not significantly lower compared to the control group, with considerable variability in symptoms among individuals. Therefore, future efforts to address cybersickness in VR should focus on continuous improvements in both hardware and software to effectively resolve this issue.
Subjects
足球員
視覺搜索
注視行為
虛擬實境
虛擬實境動暈症
周邊離焦隱形眼鏡
Football Players
Visual Search
Gaze Behavior
Virtual Reality
Cybersickness
Peripheral Defocus Contact Lenses
Type
thesis
File(s)
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Name

112CSMU0527013-001.pdf

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11.32 MB

Format

Adobe PDF

Checksum

(MD5):8189958a6cb8438e447e9348aa781c69

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