scholarly journals Short Term Effect of Virtual Reality on Eye Accommodative Ability

2020 ◽  
Vol 4 (1) ◽  
pp. 35-39
Author(s):  
Mohd Zulfaezal Che Azemin ◽  

Virtual reality (VR) is a fast-growing technology in the world today. Many countries use virtual reality for many purposes such as education, military and entertainment. Despite the benefits of VR, harmful effects of VR on the users are still inconclusive. With only a few reliable studies that investigate the effect of virtual reality on the users especially on the eyes, yet still there are a lot more things we do not know about the effects of VR. The purpose of this study was to compare the amplitude of accommodation before and after watching 3-dimesional (3D) movie utilizing VR and notebook (control group). Thirty-two participants volunteered in this study and all participants underwent amplitude of accommodation (AA) test using Royal Army Force (RAF) rule before and after watching three-dimensional (3D) movie for 30 minutes using VR and two-dimensional (2D) movie by laptop. The amplitude of accommodation between pre- and post-watching 3D movie on VR was insignificantly changed (p= >0.05). The similar trend was also found after 30 minutes watching movie using laptop (p= >0.05). The utilization of VR and laptop for 30 minutes did insignificantly alter the eye accommodation.

2020 ◽  
Vol 4 (1) ◽  
pp. 47-51
Author(s):  
Mohd Zulfaezal Che Azemin ◽  

Virtual reality (VR) headsets are becoming remarkably well-known nowadays, especially in gaming industry. Their ability to immerse users into virtual world makes them captivating. However, there is limited research about the impacts of this technology on our eyes and vision. This study investigated if there is any effect on blink rate (BR) and inter-blink interval (IBI) after 30 minutes of watching 3-dimensional (3D) movie on VR. Besides, this study compares between watching 3D movie on VR headset and 2D movie on laptop. Blinks were recorded over 1 minutes for 32 participants volunteered in this study before and after 30 minutes of watching 3D movie on VR headset and 2D movie on laptop. The result of BR and IBI between pre- and post-watching 3D movie on VR was not significant (p= >0.05). The result between watching movie on laptop and VR also not significant (p= >0.05). Watching 3D movie on VR for 30 minutes resulted in no effects on blink rate and inter-blink interval of the users.


1996 ◽  
Vol 14 (4) ◽  
pp. 345-369 ◽  
Author(s):  
David J. Ainge

A grade six/seven class which constructed and explored 3D shapes worlds with the VREAM program was compared with a grade five/six/seven control group which constructed and examined shapes from card nets. Students were tested on visualizing appearance of shapes from alternative viewpoints, recognition of shapes in the environment, and writing shape names, before and after the learning phase. Ease of using Virtual Reality (VR), and student engagement with VR were observed informally. VR had little impact on shape visualization and name writing, but strongly enhanced recognition. Students had no major difficulty in using the VREAM program, and enthusiasm for VR was unanimous and sustained.


Author(s):  
Florian Arendt

A test was done to see if reading a newspaper which consistently overrepresents foreigners as criminals strengthens the automatic association between foreign country and criminal in memory (i.e., implicit cultivation). Further, an investigation was done to find out if reading articles from the same newspaper produces a short-term effect on the same measure and if (1) emotionalization of the newspaper texts, (2) emotional reactions of the reader (indicated by arousal), and (3) attributed text credibility moderate the short-term treatment effect. Eighty-five participants were assigned to one of three experimental conditions. Participants in the control group received short factual crime texts, where the nationality of the offender was not mentioned. Participants in the factual treatment group received the same texts, but the foreign nationality was mentioned. Participants in the emotionalized treatment group received emotionalized articles (i.e., texts which are high in vividness and frequency) covering the same crimes, with the foreign nationality mentioned. Supporting empirical evidence for implicit cultivation and a short-term effect was found. However, only emotionalized articles produced a short-term effect on the strength of the automatic association, indicating that newspaper texts must have a minimum of stimulus intensity to overcome an effect threshold. There were no moderating effects of arousal or credibility pertaining to the impact on the implicit measure. However, credibility moderated the short-term effect on a first-order judgment (i.e., estimated frequency of foreigners of all criminals). This indicates that a newspaper’s effect on the strength of automatic associations is relatively independent from processes of propositional reasoning.


2017 ◽  
Vol 14 (1) ◽  
pp. 172988141769231 ◽  
Author(s):  
Ning An ◽  
Shi-Ying Sun ◽  
Xiao-Guang Zhao ◽  
Zeng-Guang Hou

Visual tracking is a challenging computer vision task due to the significant observation changes of the target. By contrast, the tracking task is relatively easy for humans. In this article, we propose a tracker inspired by the cognitive psychological memory mechanism, which decomposes the tracking task into sensory memory register, short-term memory tracker, and long-term memory tracker like humans. The sensory memory register captures information with three-dimensional perception; the short-term memory tracker builds the highly plastic observation model via memory rehearsal; the long-term memory tracker builds the highly stable observation model via memory encoding and retrieval. With the cooperative models, the tracker can easily handle various tracking scenarios. In addition, an appearance-shape learning method is proposed to update the two-dimensional appearance model and three-dimensional shape model appropriately. Extensive experimental results on a large-scale benchmark data set demonstrate that the proposed method outperforms the state-of-the-art two-dimensional and three-dimensional trackers in terms of efficiency, accuracy, and robustness.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Dwi Fitriyanti ◽  
Mardiyono Mardiyono ◽  
Yuriz Bakhtiar

Cervical cancer is the cancer that most often attacks women after breastcancer throughout the world. Around the world every two minutes or everyhour a woman dies from cervical cancer. Every patient newly diagnosed withcervical cancer needs to know information about cervical cancer that canaffect the patient's psychological changes in the form of depression. Thepurpose of this study was to determine the effectiveness of education withanimation media to reduce the depression level of cervical cancer patientswith early diagnosis. The method of this research is a pilot study(preliminary study) or testing the feasibility of animation video media on thelevel of depression. Respondent samples in the animated video media trialincluded 10 intervention samples and 10 control samples. The results of theanimation video media research are feasible to be used in subsequent studiesin cervical cancer patients with an initial diagnosis of depression. Dataanalysis using the Wilcoxon Sign Rank Test showed that there was asignificant difference in the level of depression before and after being giveneducation using the animation video media in the intervention group with avalue of p = 0.005 while in the control group with a value p = 0.102. Theconclusion of this study is that the animation video media is feasible to beused in subsequent studies and can effectively be given to cervical cancerpatients with an initial diagnosis of depression.


2020 ◽  
Author(s):  
Mohammad H Babini ◽  
Vladimir V Kulish ◽  
Hamidreza Namazi

BACKGROUND Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. OBJECTIVE The aim of this study was to analyze the effect of a virtual reality condition on students’ learning ability and physiological state. METHODS Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. RESULTS The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. CONCLUSIONS A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.


2018 ◽  
Vol 21 (3) ◽  
pp. 134-137
Author(s):  
Yong Cheol Jun ◽  
Young Lae Moon ◽  
Moustafa I Elsayed ◽  
Jae Hwan Lim ◽  
Dong Hyuk Cha

BACKGROUND: In a previous study undertaken to quantify capsular volume in rotator cuff interval or axillary pouch, significant differences were found between controls and patients with instability. However, the results obtained were derived from two-dimensional cross sectional areas. In our study, we sought correlation between three-dimensional (3D) capsular volumes, as measured by magnetic resonance arthrography (MRA), and multidirectional instability (MDI) of the shoulder.METHODS: The MRAs of 21 patients with MDI of the shoulder and 16 control cases with no instability were retrospectively reviewed. Capsular areas determined by MRA were translated into 3D volumes using 3D software Mimics ver. 16 (Materilise, Leuven, Belgium), and glenoid surface area was measured in axial and coronal MRA views. Then, the ratio between capsular volume and glenoid surface area was calculated, and evaluated with control group.RESULTS: The ratio between 3D capsular volume and glenoid surface area was significantly increased in the MDI group (3.59 ± 0.83 cm³/cm²) compared to the control group (2.53 ± 0.62 cm³/cm²) (p < 0.01).CONCLUSIONS: From these results, we could support that capsular volume enlargement play an important role in MDI of the shoulder using volume measurement.


2013 ◽  
Vol 712-715 ◽  
pp. 1171-1174 ◽  
Author(s):  
Li Xin Wang ◽  
Yu Guo ◽  
Ming Yue Guo

A great change in mechanical industry has occurred after several successful practices using MBD (Model Based Definition) of The Boeing Company. It is an inevitable trend from two-dimensional product definition to three-dimensional product definition in mechanical industry. Several standards for MBD have emerged around the world. This paper explores the non-revolved parts modeling methods based on MBD and Pro/ENGINEER, presents several key steps about full-annotated model per MBD and then makes a conclusion. Following these methods we successfully build a typical non-revolved model which conforms to MBD standards correctly and efficiently.


Author(s):  
Dulce Romero-Ayuso ◽  
Pablo Alcántara-Vázquez ◽  
Ana Almenara-García ◽  
Irene Nuñez-Camarero ◽  
José Matías Triviño-Juárez ◽  
...  

Self-regulation refers to the ability to control and modulate behavior, and it can include both emotional and cognitive modulation. Children with neurodevelopmental disorders may show difficulties in self-regulation. The main objective of this study is to improve self-regulation skills in children between 6 and 11 years of age with neurodevelopmental disorders. Methodology: A randomized controlled trial will be conducted with the use of “SR-MRehab: Un colegio emocionante”, based on a non-immersive virtual reality system where virtual objects can be managed by children in a natural way using their hands. Children will be recruited from several schools of Granada (Spain) and they will be randomly allocated to two groups. An assessment will be conducted before and after the intervention and 24 weeks after the end of the intervention process. The experimental group will receive the intervention using virtual reality. The control group will receive a standard self-regulation program. Both interventions will be performed once a week for a total of 10 sessions. Changes in self-regulation, as well as the acceptability of technology with the use of SR-MRehab, will be evaluated. The results will be published and will provide evidence regarding the use of this type of intervention in children with neurodevelopmental disorders. Trial registration: Registered with code NCT04418921.


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