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.
: Virtual reality (VR) has been integrated and used with smartphones as one of the digital entertainments such as in gaming and movie streaming. With emergent of various VR brands in the market, it concerns the public on the possible side effects of VR on the ocular performance specifically on tear film stability and ocular discomfort. The purpose of this study was to compare the change on non-invasive keratograph tear break-up time (NIKBUT), tear meniscus height (TMH) before and after the use of VR for 30 minutes, and to measure the ocular discomfort after the use of VR quantitatively. Thirty-two subjects were recruited in this study and all the subjects were divided randomly into two groups; VR and laptop (used as a control) groups. Each subject needed to watch a movie for 30 minutes using the respective devices. The changes of tear film stability and ocular discomfort before and after the use of the devices were then compared and the results showed that there was no significant difference (p>0.05) after 30 minutes of the use. Comparison of the ocular parameters between the devices on post-watching activities was also not significant (p>0.05). Use of VR did not give any signs of dryness to the eyes and it can be used without any discomfort even after 30 minutes usage of the devices.
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.