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KMID : 1011420170220030221
Journal of Korean Ophthalmic Optics Society
2017 Volume.22 No. 3 p.221 ~ p.228
Effect of Application Type on Fatigue and Visual Function in Viewing Virtual Reality(VR) Device of Google Cardboard Type
Kang Hyun-Goo

Yoo In-Wang
Lee Jun-Hyuk
Hong Hyung-Ki
Abstract
Purpose: In Virtual Reality (VR) device of Google Cardboard type, change of the fatigue and the visual function was analyzed for two VR application. One application was VR theater (Movie) APP that viewing direction of participant was fixed and the other application was Titans of space (Travel) APP that required head movement of the participant.

Methods: 20 people with the normal visual function, normal stereopsis, the normal, corrected visual acuity of better than 1.0, and age range of 21~27 years (average age of 24.6¡¾1.91 years, 10 male and 10 female) were selected as participants. Participants who were wearing eyeglass were excluded. Before viewing VR device, fatigues using Simulator Sickness Questionnaire (SSQ) and the visual functions were measured. After 20 minutes viewing one APP using VR device, fatigues and the visual functions were remeasured. To minimize the effect of the visual function and fatigue, experiment using the other APP was done next day.

Results: In the result of the visual function before and after viewing VR, statistically significant change occurred at Near point of convergence and Accommodation facility, but no abnormal change occurred. The change of fatigue was significant. In Movie and Travel APPs, overall fatigue was increased. Increase of fatigue survey score was statistically significantly larger for Travel APP compared with Movie APP in General discomfort and Nausea (p<0.05).

Conclusions: The change of visual function before and after viewing VR device and between two APPs was not noticeable. However Fatigue was increased after viewing both APP. The increment was larger for Travel APP that required frequent head movement, compared with Movie APP that did not require head movement.
KEYWORD
Virtual Reality, Application, Visual function, Fatigue
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