Influence of Watching 3D Video on Accommodation, Vergence Function, and Visual Fatigue
Abstract
Objective: 3D video consumption has become increasingly popular these days. This study aimed to evaluate the effect of different 3D video-watching techniques: Virtual reality (VR), polarised filter (PR), and red/green filter(R/G) on accommodation, vergence parameters, and associated subjective symptoms.
Material and Methods: This cross-sectional study included 25 young adults with refractive error +0.50D and stereo acuity better than 60 arc seconds. Participants with binocular vision anomalies and ocular pathologies were excluded. Baseline binocular vision parameters were measured, followed by a 30-minute 3D video watching session under each condition (VR, PR, and R/G) in dim illumination. Post-task binocular vision assessment was performed for each condition, and the ODAS (Ocular Discomfort Analog Scale) questionnaire was administered to assess the subjective symptoms.
Results: A significant reduction in median distance negative fusional vergence (NFV) was observed with R/G (6±4 PD, p-value=0.002) and PR (6±4 PD, p-value=0.04) compared to the baseline (10±4 PD). Compared to baseline, negative relative accommodation (NRA), accommodative facility (AF), and vergence facility (VF) were significantly impaired across all three viewing conditions. ODAS scores indicated higher eye fatigue with VR (4±4), followed by PR (3±2) and R/G (2±3).
Conclusion: All three 3D video-watching techniques caused significant deterioration in accommodation and vergence functions. Subjective symptoms, including dryness, burning, blurred vision, and visual fatigue, were the most pronounced with VR, followed by PR and R/G filter.
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