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The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display

BACKGROUND: To investigate the change between accommodative and vergence facilities before and after exposure to gaming in a virtual reality (VR) device amongst participants with normal binocular visual function. METHODS: 62 participants between the ages of 18–30 years with normal binocular visual f...

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Autores principales: Munsamy, Alvin J., Paruk, Husna, Gopichunder, Bronwyn, Luggya, Anela, Majola, Thembekile, Khulu, Sneliswa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7301196/
https://www.ncbi.nlm.nih.gov/pubmed/32234359
http://dx.doi.org/10.1016/j.optom.2020.02.004
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author Munsamy, Alvin J.
Paruk, Husna
Gopichunder, Bronwyn
Luggya, Anela
Majola, Thembekile
Khulu, Sneliswa
author_facet Munsamy, Alvin J.
Paruk, Husna
Gopichunder, Bronwyn
Luggya, Anela
Majola, Thembekile
Khulu, Sneliswa
author_sort Munsamy, Alvin J.
collection PubMed
description BACKGROUND: To investigate the change between accommodative and vergence facilities before and after exposure to gaming in a virtual reality (VR) device amongst participants with normal binocular visual function. METHODS: 62 participants between the ages of 18–30 years with normal binocular visual function and inter-pupillary distances between 51 and 70 mm were selected for the study. Spectacle and contact lenses users were excluded. The experimental group (n = 42) was exposed to gaming using Samsung Gear VR(SM -R323) whilst the control group (n = 20) watched a television film projected on a two-dimensional screen at 1 m. Pre-test and post-test binocular amplitude-scaled facilities and vergence facilities were obtained for both groups after exposures of 25 min. RESULTS: Binocular accommodative facilities for the experimental group had a mean pre-test and post-test facility of 11.14 ± 3.67 cpm and 13.38 ± 3.63 cpm, respectively, after gaming using VR device. The vergence facilities for the experimental group had a mean pre-test and post-test facility of 11.41 ± 3.86 cpm and 15.28 ± 4.93 cpm, respectively, after gaming using a VR device. Binocular accommodative facilities for the control group had a mean pre-test and post-test facility of 11.70 ± 3.2 cpm and 11.95 ± 3.4 cpm, respectively. Vergence facilities for the control group had a mean pre-test and post-test facility of 11.55 ± 6.4 cpm and 11.70 ± 4.9 cpm, respectively. The mean change for binocular accommodative facilities was 2.24 ± 3.43 cpm and 0.25 ± 1.25 cpm for the experimental and control group, respectively. The mean change for vergence facilities was 3.81 ± 3.09 cpm and 0.15 ± 2.72 cpm for the experimental and control group, respectively. Binocular accommodative facilities and vergence facility showed a statistically significant mean increase greater than the control group after gaming using a VR device using an independent t-test (p < 0.05). CONCLUSION: The results showed that binocular accommodative facilities and vergence facilities increased after 25 min of VR gaming in emmetropic participants under 30 years of age with inter-pupillary distances between 51 mm and 70 mm.
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spelling pubmed-73011962020-06-22 The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display Munsamy, Alvin J. Paruk, Husna Gopichunder, Bronwyn Luggya, Anela Majola, Thembekile Khulu, Sneliswa J Optom Original article BACKGROUND: To investigate the change between accommodative and vergence facilities before and after exposure to gaming in a virtual reality (VR) device amongst participants with normal binocular visual function. METHODS: 62 participants between the ages of 18–30 years with normal binocular visual function and inter-pupillary distances between 51 and 70 mm were selected for the study. Spectacle and contact lenses users were excluded. The experimental group (n = 42) was exposed to gaming using Samsung Gear VR(SM -R323) whilst the control group (n = 20) watched a television film projected on a two-dimensional screen at 1 m. Pre-test and post-test binocular amplitude-scaled facilities and vergence facilities were obtained for both groups after exposures of 25 min. RESULTS: Binocular accommodative facilities for the experimental group had a mean pre-test and post-test facility of 11.14 ± 3.67 cpm and 13.38 ± 3.63 cpm, respectively, after gaming using VR device. The vergence facilities for the experimental group had a mean pre-test and post-test facility of 11.41 ± 3.86 cpm and 15.28 ± 4.93 cpm, respectively, after gaming using a VR device. Binocular accommodative facilities for the control group had a mean pre-test and post-test facility of 11.70 ± 3.2 cpm and 11.95 ± 3.4 cpm, respectively. Vergence facilities for the control group had a mean pre-test and post-test facility of 11.55 ± 6.4 cpm and 11.70 ± 4.9 cpm, respectively. The mean change for binocular accommodative facilities was 2.24 ± 3.43 cpm and 0.25 ± 1.25 cpm for the experimental and control group, respectively. The mean change for vergence facilities was 3.81 ± 3.09 cpm and 0.15 ± 2.72 cpm for the experimental and control group, respectively. Binocular accommodative facilities and vergence facility showed a statistically significant mean increase greater than the control group after gaming using a VR device using an independent t-test (p < 0.05). CONCLUSION: The results showed that binocular accommodative facilities and vergence facilities increased after 25 min of VR gaming in emmetropic participants under 30 years of age with inter-pupillary distances between 51 mm and 70 mm. Elsevier 2020 2020-03-28 /pmc/articles/PMC7301196/ /pubmed/32234359 http://dx.doi.org/10.1016/j.optom.2020.02.004 Text en © 2020 Spanish General Council of Optometry. Published by Elsevier España, S.L.U. http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Original article
Munsamy, Alvin J.
Paruk, Husna
Gopichunder, Bronwyn
Luggya, Anela
Majola, Thembekile
Khulu, Sneliswa
The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
title The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
title_full The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
title_fullStr The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
title_full_unstemmed The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
title_short The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
title_sort effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display
topic Original article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7301196/
https://www.ncbi.nlm.nih.gov/pubmed/32234359
http://dx.doi.org/10.1016/j.optom.2020.02.004
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