研究目的
To investigate the effects of short rest during continuous use of head-mounted displays (HMDs) on visual fatigue and compare it with 2D displays (smartphones).
研究成果
Visual fatigue from HMDs is mainly due to vergence-accommodation conflict and close screen proximity, leading to pupil constriction, while 2D displays cause fatigue from long-term focus without depth accommodation, reducing accommodation response and visual acuity. HMDs induce less severe visual fatigue than smartphones but have slower recovery. Short rest in HMDs increases subjective discomfort but aids objective recovery. Users should limit HMD use to less than 40 minutes, and future work should explore optimal work-rest schedules and the theory of virtual-real world conflict.
研究不足
Different content between HMDs and smartphones may affect results; only one work-rest schedule (20-min game with 3-min rest) was investigated; recovery time may be insufficient; subject age range is narrow and not representative of the general public; no proof for the hypothesis on virtual-real world conflict causing discomfort.
1:Experimental Design and Method Selection:
A 2x2 factorial experiment with two conditions (rest and no-rest) and two displays (HMDs and smartphones) was designed. Participants played a static game for 1 hour, with or without breaks. Subjective and objective measures were used to assess visual fatigue.
2:Sample Selection and Data Sources:
80 participants (53 males, 27 females) were recruited from a university in Beijing, divided into four groups matched by gender, age, education, display usage, VR experience, and immersion ability. Data were collected through surveys and physiological measurements.
3:List of Experimental Equipment and Materials:
HTC VIVE HMD, HUAWEI P8 smartphone, desktop computer (Intel Core i7-6700K, NVIDIA GeForce GTX 980Ti, 4GHz, 16GB RAM), CFF instrument (Beijing Instrument Technology Co, Ltd), compact ophthalmic chart projector (SSC-370 by NIDEK CO, LTD), automatic multifunction computer refractor (ARK-1s by NIDEK CO, LTD), Visual Fatigue Scale, VR game (Carpe Lucem-Seize the Light), smartphone game (God of Light).
4:Experimental Procedures and Operational Workflow:
The experiment had three phases: preparatory (10-min rest, baseline measurements), testing (1-hour game with or without 3-min breaks every 20 min), and recovery (10-min rest, post-measurements). Measurements included VFS, CFF, visual acuity, pupil size, and accommodation response at various time points.
5:Data Analysis Methods:
Data were analyzed using ANOVA, LSD post hoc tests, and t-tests to compare changes in visual fatigue indicators across groups and phases.
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