Cargando…

Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes

We examined the effects of using mobile devices with immersive virtual reality for a short period on the physiological parameters of both eyes. The average age of the 50 participants (23 men and 27 women) was 17.72 ± 1.48 years, and refractive error ranged from 0 D to − 5.00 D. All the participants...

Descripción completa

Detalles Bibliográficos
Autores principales: Lin, Ching-Huang, Lin, Hsien-Chang, Chen, Chien-Yu, Lih, Chong-Chung
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8873506/
https://www.ncbi.nlm.nih.gov/pubmed/35210496
http://dx.doi.org/10.1038/s41598-022-07090-x
_version_ 1784657481462448128
author Lin, Ching-Huang
Lin, Hsien-Chang
Chen, Chien-Yu
Lih, Chong-Chung
author_facet Lin, Ching-Huang
Lin, Hsien-Chang
Chen, Chien-Yu
Lih, Chong-Chung
author_sort Lin, Ching-Huang
collection PubMed
description We examined the effects of using mobile devices with immersive virtual reality for a short period on the physiological parameters of both eyes. The average age of the 50 participants (23 men and 27 women) was 17.72 ± 1.48 years, and refractive error ranged from 0 D to − 5.00 D. All the participants wore + 3.00 D glasses and underwent a 5-min relaxation adjustment through the atomization method. The participants wore immersive virtual reality (VR) glasses to watch a movie on a roller coaster for 10 min. Their relevant physiological parameters of the eyes were measured both before and after using VR glasses. Compared with before VR use, no significant difference (P > 0.05) was observed in the near-horizontal vergence and refractive error but a significant difference (P < 0.05) was observed in the amplitude of accommodation, intraocular pressure, divergence/convergence, and stereopsis after VR use. The corneal elastic coefficient was > 0.2 MPa, and we used Friedenwald’s eye rigidity relationship to obtain the K value (0.065–0.09). Approximately 10% of the participants experienced cybersickness symptoms such as nausea and dizziness. The use of VR to watch three-dimensional movies reduced intraocular pressure, which may help prevent or treat glaucoma. Moreover, the binocular convergence was higher when viewing near-field objects in VR than in the real world. Therefore, individuals with convergence excess may experience symptoms. Binocular parallax is the most likely cause of cybersickness symptoms. Thus, mobile VR devices with higher quality and comfort are necessary.
format Online
Article
Text
id pubmed-8873506
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher Nature Publishing Group UK
record_format MEDLINE/PubMed
spelling pubmed-88735062022-02-25 Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes Lin, Ching-Huang Lin, Hsien-Chang Chen, Chien-Yu Lih, Chong-Chung Sci Rep Article We examined the effects of using mobile devices with immersive virtual reality for a short period on the physiological parameters of both eyes. The average age of the 50 participants (23 men and 27 women) was 17.72 ± 1.48 years, and refractive error ranged from 0 D to − 5.00 D. All the participants wore + 3.00 D glasses and underwent a 5-min relaxation adjustment through the atomization method. The participants wore immersive virtual reality (VR) glasses to watch a movie on a roller coaster for 10 min. Their relevant physiological parameters of the eyes were measured both before and after using VR glasses. Compared with before VR use, no significant difference (P > 0.05) was observed in the near-horizontal vergence and refractive error but a significant difference (P < 0.05) was observed in the amplitude of accommodation, intraocular pressure, divergence/convergence, and stereopsis after VR use. The corneal elastic coefficient was > 0.2 MPa, and we used Friedenwald’s eye rigidity relationship to obtain the K value (0.065–0.09). Approximately 10% of the participants experienced cybersickness symptoms such as nausea and dizziness. The use of VR to watch three-dimensional movies reduced intraocular pressure, which may help prevent or treat glaucoma. Moreover, the binocular convergence was higher when viewing near-field objects in VR than in the real world. Therefore, individuals with convergence excess may experience symptoms. Binocular parallax is the most likely cause of cybersickness symptoms. Thus, mobile VR devices with higher quality and comfort are necessary. Nature Publishing Group UK 2022-02-24 /pmc/articles/PMC8873506/ /pubmed/35210496 http://dx.doi.org/10.1038/s41598-022-07090-x Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/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 licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence 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 licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Lin, Ching-Huang
Lin, Hsien-Chang
Chen, Chien-Yu
Lih, Chong-Chung
Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
title Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
title_full Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
title_fullStr Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
title_full_unstemmed Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
title_short Variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
title_sort variations in intraocular pressure and visual parameters before and after using mobile virtual reality glasses and their effects on the eyes
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8873506/
https://www.ncbi.nlm.nih.gov/pubmed/35210496
http://dx.doi.org/10.1038/s41598-022-07090-x
work_keys_str_mv AT linchinghuang variationsinintraocularpressureandvisualparametersbeforeandafterusingmobilevirtualrealityglassesandtheireffectsontheeyes
AT linhsienchang variationsinintraocularpressureandvisualparametersbeforeandafterusingmobilevirtualrealityglassesandtheireffectsontheeyes
AT chenchienyu variationsinintraocularpressureandvisualparametersbeforeandafterusingmobilevirtualrealityglassesandtheireffectsontheeyes
AT lihchongchung variationsinintraocularpressureandvisualparametersbeforeandafterusingmobilevirtualrealityglassesandtheireffectsontheeyes