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Ocular effects of virtual reality headset wear in young adults

Virtual Reality (VR) headsets create immersion by displaying images on screens placed very close to the eyes, which are viewed through high powered lenses. Here we investigate whether this viewing arrangement alters the binocular status of the eyes, and whether it is likely to provide a stimulus for...

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Autores principales: Turnbull, Philip R. K., Phillips, John R.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5701049/
https://www.ncbi.nlm.nih.gov/pubmed/29170432
http://dx.doi.org/10.1038/s41598-017-16320-6
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author Turnbull, Philip R. K.
Phillips, John R.
author_facet Turnbull, Philip R. K.
Phillips, John R.
author_sort Turnbull, Philip R. K.
collection PubMed
description Virtual Reality (VR) headsets create immersion by displaying images on screens placed very close to the eyes, which are viewed through high powered lenses. Here we investigate whether this viewing arrangement alters the binocular status of the eyes, and whether it is likely to provide a stimulus for myopia development. We compared binocular status after 40-minute trials in indoor and outdoor environments, in both real and virtual worlds. We also measured the change in thickness of the ocular choroid, to assess the likely presence of signals for ocular growth and myopia development. We found that changes in binocular posture at distance and near, gaze stability, amplitude of accommodation and stereopsis were not different after exposure to each of the 4 environments. Thus, we found no evidence that the VR optical arrangement had an adverse effect on the binocular status of the eyes in the short term. Choroidal thickness did not change after either real world trial, but there was a significant thickening (≈10 microns) after each VR trial (p < 0.001). The choroidal thickening which we observed suggest that a VR headset may not be a myopiagenic stimulus, despite the very close viewing distances involved.
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spelling pubmed-57010492017-11-30 Ocular effects of virtual reality headset wear in young adults Turnbull, Philip R. K. Phillips, John R. Sci Rep Article Virtual Reality (VR) headsets create immersion by displaying images on screens placed very close to the eyes, which are viewed through high powered lenses. Here we investigate whether this viewing arrangement alters the binocular status of the eyes, and whether it is likely to provide a stimulus for myopia development. We compared binocular status after 40-minute trials in indoor and outdoor environments, in both real and virtual worlds. We also measured the change in thickness of the ocular choroid, to assess the likely presence of signals for ocular growth and myopia development. We found that changes in binocular posture at distance and near, gaze stability, amplitude of accommodation and stereopsis were not different after exposure to each of the 4 environments. Thus, we found no evidence that the VR optical arrangement had an adverse effect on the binocular status of the eyes in the short term. Choroidal thickness did not change after either real world trial, but there was a significant thickening (≈10 microns) after each VR trial (p < 0.001). The choroidal thickening which we observed suggest that a VR headset may not be a myopiagenic stimulus, despite the very close viewing distances involved. Nature Publishing Group UK 2017-11-23 /pmc/articles/PMC5701049/ /pubmed/29170432 http://dx.doi.org/10.1038/s41598-017-16320-6 Text en © The Author(s) 2017 Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.
spellingShingle Article
Turnbull, Philip R. K.
Phillips, John R.
Ocular effects of virtual reality headset wear in young adults
title Ocular effects of virtual reality headset wear in young adults
title_full Ocular effects of virtual reality headset wear in young adults
title_fullStr Ocular effects of virtual reality headset wear in young adults
title_full_unstemmed Ocular effects of virtual reality headset wear in young adults
title_short Ocular effects of virtual reality headset wear in young adults
title_sort ocular effects of virtual reality headset wear in young adults
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5701049/
https://www.ncbi.nlm.nih.gov/pubmed/29170432
http://dx.doi.org/10.1038/s41598-017-16320-6
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