2021
DOI: 10.1016/j.displa.2021.102105
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Measuring the likelihood of VR visual fatigue through ocular biomechanics

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Cited by 9 publications
(6 citation statements)
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“…Besides these promising studies, several adverse effects of exposure to VR environments have been well-documented and may cause issues. Commonly cited are, for example, motion sickness [18], ocular system overload [19], decreased control of limbs and posture [45], decreased sense of presence [20], as well as the development of reactions inappropriate for the natural environment [46]. However, adverse effects such as motion sickness on the immediate user (e.g., patients) have been reduced to a minimum by advancing the technology development in recent years, leaving the adoption decision to the HC professionals (e.g., therapists) [47].…”
Section: Virtual Reality In Medical Rehabilitationmentioning
confidence: 99%
See 1 more Smart Citation
“…Besides these promising studies, several adverse effects of exposure to VR environments have been well-documented and may cause issues. Commonly cited are, for example, motion sickness [18], ocular system overload [19], decreased control of limbs and posture [45], decreased sense of presence [20], as well as the development of reactions inappropriate for the natural environment [46]. However, adverse effects such as motion sickness on the immediate user (e.g., patients) have been reduced to a minimum by advancing the technology development in recent years, leaving the adoption decision to the HC professionals (e.g., therapists) [47].…”
Section: Virtual Reality In Medical Rehabilitationmentioning
confidence: 99%
“…Although the potential of VR technologies in medical rehabilitation is well-known and researched, the clinical adoption of these technologies remains low [16,17]. Some of these practical hurdles can be attributed to the negative effects of VR technologies, including motion sickness [18], ocular system overload [19], and decreased sense of presence [20]. (Potential) users also express challenges in introducing VR technologies, such as privacy and security concerns and concerns regarding the patient population [7].…”
Section: Introduction Overviewmentioning
confidence: 99%
“…Based on these effects, several studies [48], [56], [57], [58] have created ocular biomechanical models to assess visual fatigue. In recent years, these biomechanical models are of particular interest to assess visual fatigue in unnatural environments like Virtual Reality (VR) or 3D animation environments [59], [60], [61], [62].…”
Section: A Physical Fatiguementioning
confidence: 99%
“…However, the impact is comparable with VR and 2D screen working tasks (text error corrections) for pupil size. Specific cumulative effect of immersion on eye movement (extraocular muscle excitation) has been observed while calculating a visual fatigue index through ocular biomechanics by Iskander and Hossny (2021) Apart from the population that is "stereo-blind," have missing or have non-measurable binocular depth perception, the proportion of concerned individuals varies according to the tested populations and measurement conditions from 2.2% to 32% (Lambooij et al 2009;Bosten et al 2015;Hess et al 2015). Moreover, although not necessarily impacting the discriminating abilities to determine an object's depth, the precision abilities of stereopsis diminish with age (Schubert et al 2016).…”
Section: Visual Fatigue Occurrencementioning
confidence: 99%