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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. 頭戴式虛擬實境遊戲對視覺不適者的雙眼視覺功能之影響
 
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頭戴式虛擬實境遊戲對視覺不適者的雙眼視覺功能之影響

Date Issued
2025
Author(s)
謝欣憓
HSIEH, HSIN-HUI
Advisor
林世宏  
LIN, SHIH-HUNG  
URI
https://handle.ncl.edu.tw/11296/ysh8g2
https://scholars.csmu.edu.tw/handle/123456789/6538
Abstract
目的本研究旨在探討對於主訴視覺疲勞症狀顯著,即聚合不足症狀問卷(Convergence Insufficiency Symptom Survey, CISS) 大於 21分,但臨床雙眼視覺功能正常的「聚合不足之高風險族群」,在經過為期四週、規律的頭戴式虛擬實境遊戲《Beat Saber》介入後,其雙眼視覺功能指標是否產生變化。方法本研究採單組前後測縱向設計,納入21名平均年齡21±2.21歲、CISS分數高於21分且無雙眼視覺異常者。受試者連續四週每週進行三次、每次一小時的虛擬實境遊戲《Beat Saber》介入,並於介入前及介入後每週後進行臨床視覺功能評估(共五次)。評估項目包含遠/近距離眼位、調節近點(Near Point of Accommodation, NPA)、聚合近點(Near Point of Convergence, NPC)、遠/近距離聚散能力(Vergence Range)、正/負相對調節力(Positive and Negative Relative Accommodation, PRA/NRA)、單眼及雙眼調節靈敏度(Monocular/Binocular Accommodative Facility, MAF/BAF)等。針對 CISS 問卷進行信度與效度分析,所有數據以相依樣本 t 檢定及重複測量單因子變異數分析處理;若重複測量變異數分析達顯著,則採用 Bonferroni 事後檢定。結果經過四週虛擬實境遊戲介入後,單眼與雙眼調節靈敏度、正相對調節力、遠距離正融像性聚散力 (Positive Fusional Vergence, PFV) 與近距離負融像性聚散力 (Negative Fusional Vergence, NFV)破裂點均顯著提升;調節近點與聚合近點等靜態指標則無顯著變化。結論本研究結果顯示,以《Beat Saber》為代表的虛擬實境節奏遊戲,可能作為視覺不適族群的輔助訓練工具。四週介入後,受試者的動態雙眼視覺功能,包括調節靈敏度、相對調節力與融像聚散範圍,呈現顯著提升,顯示此訓練模式具備潛在促進視覺系統協調性與反應彈性的可能性。研究結果初步指出虛擬實境遊戲可能為視覺亞健康族群提供一種具依從性之潛在早期介入策略,亦可作為傳統視覺訓練應用的參考方向。然而,此結果尚需更多樣本數與長期追蹤研究以進一步驗證與探討。
PurposeThis study aimed to investigate the effects of a four-week head-mounted virtual reality (VR) gaming intervention using Beat Saber on binocular visual function in a “high-risk group for convergence insufficiency,” defined as individuals reporting significant visual discomfort (CISS score > 21) despite having normal clinical find-ings.MethodsA single-group, pretest-posttest longitudinal design was employed. Twenty-one participants (mean age 21 ± 2.21 years) with a Convergence Insufficiency Symptom Survey (CISS) score > 21 and no clinically significant binocular vision anomalies were recruited. Participants underwent a four-week intervention, playing Beat Saber for one hour, three times per week. Clinical binocular vision functions were assessed at baseline and weekly thereafter (five assessments in total). The outcome measures included distance and near phoria, near point of accommodation (NPA), near point of convergence (NPC), distance and near fusional vergence ranges, positive and nega-tive relative accommodation (PRA/NRA), and monocular and binocular accommo-dative facility (MAF/BAF). Reliability and validity analyses of the CISS question-naire were performed. All data were analyzed using paired-samples t-tests and re-peated-measures one-way ANOVA, with Bonferroni corrections applied for post hoc comparisons where appropriate.ResultsAfter the four-week VR gaming intervention, significant improvements were observed in monocular and binocular accommodative facility (MAF/BAF), positive relative accommodation (PRA), the break point of distance positive fusional ver-gence (PFV), and the break point of near negative fusional vergence (NFV). In con-trast, static indicators such as the near point of accommodation (NPA) and near point of convergence (NPC) showed no significant changes.ConclusionThe findings of this study suggest that VR rhythm games, exemplified by Beat Saber, may serve as a potential adjunctive training tool for individuals experiencing visual discomfort. Following a four-week intervention, participants demonstrated significant improvements in dynamic binocular visual functions, including accom-modative facility, relative accommodation, and fusional vergence ranges. These re-sults indicate the potential of this training modality to enhance visual system coor-dination and response flexibility. This preliminary evidence suggests that VR gam-ing could offer a feasible and adherence-friendly early intervention strategy for indi-viduals with suboptimal visual endurance and may provide insights for innovating traditional vision therapy approaches. However, further research with larger sample sizes and long-term follow-up is needed to validate and expand upon these findings.
Subjects
虛擬實境
視覺訓練
聚合不足
雙眼視覺
Virtual Reality
Vision Therapy
Convergence Insufficiency
Binocular Vision
Type
thesis
File(s)
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113CSMU0527008-001.pdf

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4.83 MB

Format

Adobe PDF

Checksum

(MD5):3eda99bb0ea19ff38d0bb31dc30e6e84

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