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台式虚拟现实显示器对数字眼疲劳预防作用的初步研究
引用本文:甄毅,高杰,张伟,程德文,沈文睿,王宁利.台式虚拟现实显示器对数字眼疲劳预防作用的初步研究[J].眼科,2022,31(3):225-230.
作者姓名:甄毅  高杰  张伟  程德文  沈文睿  王宁利
作者单位:1.首都医科大学附属北京同仁医院 北京市眼科研究所 国家眼科诊断与治疗工程技术研究中心 眼科诊疗设备与材料教育部工程研究中心100730;2 北京天明眼科新技术开发公司100005;3北京理工大学100081
基金项目:北京市科技计划(Z201100005520042)
摘    要:目的 探讨台式虚拟现实显示器对近距离观看视频所致数字眼疲劳的预防作用。设计 交叉实验研究。研究对象 成年健康受试者31例。方法 受试者随机分两组,第一组先使用手机、后使用台式虚拟显示器观看相同的视频10分钟,中间休息30分钟;第二组使用相反的顺序观看。使用开放式验光仪记录观看视频前、中、后的屈光度,并计算调节误差、调节微波动。选取右眼数据进行统计分析。使用Likert量表记录观看视频前、后的主观视疲劳评分。主要指标 观看视频前后屈光度、调节微波动、调节误差、视疲劳量表评分。结果 观看视频前,采用手机和采用台式虚拟现实显示器者的屈光度分别为(-0.30±0.54)D和(-0.29±0.58)D(P=0.928),调节微波动分别为(0.15±0.07)D和(0.15±0.08)D(P=0.858)。观看视频5分钟时,采用手机者的屈光度为(-3.32±0.68)D,较观看前明显降低(P=0.000);采用台式虚拟现实显示器观看者的屈光度为(-0.39±0.63)D,较观看前未见明显降低(P=0.168);采用手机观看和采用台式虚拟现实显示器观看者的调节微波动分别为(0.33±0.10)D和(0.21±0.10)D(P=0.000);采用手机观看者调节误差为滞后(0.25±0.68)D,采用台式虚拟现实显示器观看者调节误差为超前(0.09±0.63)D(P=0.044)。观看完视频后,采用手机观看者的屈光度为(-0.53±0.56D)D,较观看前明显降低(P=0.000);采用台式虚拟显示器观看者的屈光度为(-0.34±0.61)D,较观看视频前未见明显降低(P=0.335)。观看视频后,采用手机和台式虚拟显示器者的视疲劳量表评分较观看前均增加,分别增加了(8.4±8.3)和(2.5±3.8)(P=0.001)。结论 应用台式虚拟显示器可以预防近距离观看视频引起的数字眼疲劳,这可能与观看时不需要视近调节有关。(眼科,2022, 31: 225-230)

关 键 词:数字眼疲劳  虚拟现实  
收稿时间:2021-12-19

Prevention efficacy of desktop virtual reality display on digital eye strain
Zhen Yi,Gao Jie,Zhang Wei,Cheng Dewen,Shen Wenrui,Wang Ningli.Prevention efficacy of desktop virtual reality display on digital eye strain[J].Ophthalmology in China,2022,31(3):225-230.
Authors:Zhen Yi  Gao Jie  Zhang Wei  Cheng Dewen  Shen Wenrui  Wang Ningli
Affiliation:1Beijing Institute of Ophthalmology, Engineering Research Center of Ministry of Education for Ophthalmology Medical Equipment and Materials, National Engineering Research Center for Ophthalmology, Beijing Tongren Hospital, Capital Medical University, Beijing 100730, China; 2 Beijing Tianming Ophthalmology New Technology Development Company, Beijing 100005, China; 3 Beijing Institute of Technology, Beijing 100081, China
Abstract:Objective To investigate the preventive effect of desktop virtual monitors on digital eye fatigue caused by watching videos at close range. Design Crossover design experiment study. Participants 31 adult healthy subjects. Methods The subjects were randomly divided into two groups. The first group watched the same video for 10 minutes using a mobile phone and then a desktop virtual monitor, with a 30-minute break; the second group watched the same videos in reverse order. An open refractometer was used to record the diopter before, during and after watching the video, and the accommodative micro-fluctuation and accommodative error were calcuated. The data of the right eyes were used to analyse. The subjective visual fatigue score before and after watching the video was recorded using the Likert scale. Main Outcome Measures Diopter, accommodative micro-fluctuation, accommodative error and visual fatigue scale scores before and after watching videos. Results The diopter of the eyes using the mobile phone and using the desktop virtual monitor before watching the video was (-0.30±0.54) D and (-0.29±0.58) D, respectively (P=0.928). When watching the video for 5 minutes, the diopter of the eyes using mobile phone was (-3.32±0.68) D, which was significantly lower than that before watching the video (P=0.000); the diopter of the eyes using the desktop virtual monitor was(-0.39±0.63) D , which was not significantly different from that before watching the video(P=0.168); the accommodative micro-fluctuation of the mobile phone viewer and the desktop virtual monitor viewer was (0.33±0.10) D and (0.21±0.10) D, respectively (P=0.000); the accommodative error of the mobile phone viewer was lagging (0.25±0.68) D, and of the viewer using the desktop virtual monitor was leading (0.09±0.63) D (P=0.044). After watching the video, the diopter of the eyes using the mobile phone was (-0.53±0.56) D, which was significantly lower than that before viewing (P=0.000); the diopter of the eyes using the desktop virtual monitor was (0.34±0.61) D, which was no significant different compared with that before viewing (P=0.335). After watching the video, the visual fatigue scale score of the mobile phone viewers and the desktop virtual display viewers was increased (8.4±8.3) and (2.5±3.8), respectively (P=0.001). Conclusion Applying a desktop virtual display can prevent digital eye strain caused by watching videos at close range, which may be related to the lack of myopia adjustment during viewing. (Ophthalmol CHN, 2022, 31: 225-230)
Keywords:digital eye strain  virtual reality  
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