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The Evaluation on Visual Fatigue and Comfort Between the VR HMD and the iPad

  • Yunhong ZhangEmail author
  • Yi Yang
  • Si Feng
  • Jingtian Qi
  • Wei Li
  • Jin Yu
Conference paper
  • 19 Downloads
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 1215)

Abstract

In the same indoor lighting conditions, we compared the differences on visual fatigue, comfort and visual function between before and after viewing the same video on VR and iPad display. The test task is to watch the same cartoon, and the test time for each condition is 40 min. The main measures indexes include critical fusion frequency, contrast sensitivity, diopter, accommodation response and visual fatigue and comfort perception scale, etc. The subjects are students aged 9–15. The results show that there is significant difference on critical fusion frequency index between the VR HMD and the iPad, which the decline range of CFF by viewing the video on the VR HMD is more than that of viewing it on the iPad, indicating that the use of VR HMD has a greater impact on users’ ability to identify critical fusion frequency than that of iPad. However, there are no significant differences on objective visual fatigue, comfort, diopter and accommodation response, contrast sensitivity and so on, which are compared between the two samples and before and after viewing the cartoon. The results demonstrate that there are a lot of developments in the technology of VR devices, and their effects on users’ visual fatigue and visual function are getting less and less, but there is still a certain distance between the VR HMD and tablet computer in some aspects.

Keywords

VR HMD iPad CFF Visual fatigue Comfort EEG 

Notes

Acknowledgment

The authors would like to gratefully acknowledge the support of the National Key R&D Program of China (2016YFB0401203), and China National Institute of Standardization through the “special funds for the basic R&D undertakings by welfare research institutions” (522020Y-7476).

References

  1. 1.
    Wei, S.: Clinical application of virtual reality visual perception platform in stereo functional plasticity of myopic anometropia amblyopia. Chin. J. Strabismus Pediatric Ophthalmol. 27(04), 13–15 (2019)Google Scholar
  2. 2.
    Wei, S.: Effect of ciliary muscle training based on virtual reality VR technology. World’s Latest Medical Information Digest, 17(91), 19–20 Google Scholar

Copyright information

© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020

Authors and Affiliations

  • Yunhong Zhang
    • 1
    Email author
  • Yi Yang
    • 2
  • Si Feng
    • 1
  • Jingtian Qi
    • 2
  • Wei Li
    • 1
  • Jin Yu
    • 2
  1. 1.National Key Laboratory of Human Factor and ErgonomicsChina National Institute of StandardizationBeijingChina
  2. 2.Tianjin Normal UniversityTianjinChina

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