مقاله انگلیسی رایگان در مورد بازی های واقعیت مجازی درباره تطابق و همگرایی – الزویر ۲۰۱۹

مقاله انگلیسی رایگان در مورد بازی های واقعیت مجازی درباره تطابق و همگرایی – الزویر ۲۰۱۹

 

مشخصات مقاله
ترجمه عنوان مقاله بازی های واقعیت مجازی درباره تطابق و همگرایی
عنوان انگلیسی مقاله Virtual reality games on accommodation and convergence
انتشار مقاله سال ۲۰۱۹
تعداد صفحات مقاله انگلیسی ۵ صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله
مقاله پژوهشی (Research Article)
مقاله بیس این مقاله بیس نمیباشد
نمایه (index) MedLine – Scopus – Master Journals List – JCR
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
۳٫۲۷۵ در سال ۲۰۱۹
شاخص H_index ۸۴ در سال ۲۰۲۰
شاخص SJR ۰٫۹۵۷ در سال ۲۰۱۹
شناسه ISSN ۰۰۰۳-۶۸۷۰
شاخص Quartile (چارک) Q1 در سال ۲۰۱۹
مدل مفهومی ندارد
پرسشنامه ندارد
متغیر ندارد
رفرنس دارد
رشته های مرتبط کامپیوتر، مهندسی فناوری اطلاعات
گرایش های مرتبط اینترنت و شبکه های گسترده، مهندسی نرم افزار، برنامه نویسی کامپیوتر، طراحی و تولید نرم افزار، سیستم های چندرسانه ای
نوع ارائه مقاله
ژورنال
مجله  ارگونومی کاربردی – Applied Ergonomics
دانشگاه Faculty of Optometry and Vision Sciences, SEGi University Kota Damansara, 4th Floor, No 9, Jalan Teknologi, Taman Sains Selangor, Kota Damansara PJU 5, 47810, Petaling Jaya, Selangor, Malaysia
کلمات کلیدی واقعیت مجازی، تطابق، پاسخ قابل تنظیم، VAC، Phoria
کلمات کلیدی انگلیسی Virtual reality، Accommodation، Accommodative response، Phoria، VAC
شناسه دیجیتال – doi
https://doi.org/10.1016/j.apergo.2019.102879
کد محصول E13343
وضعیت ترجمه مقاله  ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید.
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فهرست مطالب مقاله:
Abstract

۱- Introduction

۲- Methods and materials

۳- Results and discussion

۴- Conclusion

References

بخشی از متن مقاله:

Abstract

Increasing popularity of virtual reality (VR) gaming is causing increased concern, as prolonged use induces visual adaptation effects which disturbs normal vision. Effects of VR gaming on accommodation and convergence of young adults by measuring accommodative response and phoria before and after experiencing virtual reality were measured. An increase in accommodative response and a decrease in convergence was observed after immersion in VR games. It was found that visual symptoms were apparent among the subjects post VR exposure.

Introduction

Virtual reality (VR) is a simulated environment where the visual content and alternatively different senses are entirely computer-generated and the participant’s performance alters the appearance of the environmental status. The visual stimulus and other sensory channels such as touch, smell, sound, and taste are presented by a combination of virtual and augmented reality systems (Rebenitsch and Owen, 2016). Virtual reality has been rapidly developmental in the recent years, particularly the VR headsets, which are used by attaching a smartphone that contain the VR game and mounting it on the head, thus providing users with a virtually immersive experience (Desai et al., 2014). The current study uses a VR game as the stimulus as it is perceived to be more appealing to the user, enhancing maximum immersion; furthermore players show a higher anxiety level which would enhance their post VR-gaming response (Pallavicini et al., 2018). VR gaming blocks out the external environment whilst promoting sensory immersion due to the enlarged field of view (FOV) of the VR headset, providing users with a greater immersion experience (Martel and Muldner, 2017). The accommodation and vergence systems are reflexively linked, interacting with each other through accommodative vergence and vergence accommodation; where accommodation is stimulated by retinal blur whereas vergence is stimulated by depth (Hung, 2001). Accommodation and convergence are simultaneously occurring ocular systems that enable normal binocular vision. A disruption in one system could affect the other (Shiomi et al., 2013). The demand exerted on the accommodation and vergence systems by VR results to a reduction in visual performance due to the ocular discomfort experienced (Barnes, 2016). Moreover, discomfort in stereoscopic viewing is caused by the need of quick adaptation from the vergence system, despite the conflicting accommodation system (Hoffman et al., 2008; Lambooij et al., 2009). Studies have found a significant effect of VR on accommodation and convergence (Mon-Williams et al., 1993; Kooi and Toet, 2004; Rebenitsch and Owen, 2016), caused by a disruption in how these two systems work together. Shiomi and his colleagues found the incidence of mismatch between accommodation and convergence which resulted to complaints of visual fatigue after users were immersed in the VR world for a period of time (Shiomi et al., 2013). This paper presents investigations on how the accommodative and convergence systems are affected after using the VR headset for a period of time.

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