Literature DB >> 32294492

Full-immersion virtual reality: Adverse effects related to static balance.

SoHu Park1, GyuChang Lee2.   

Abstract

The use of virtual reality (VR) is associated with several adverse effects including dizziness, headache, and motion sickness. This study investigates how full-immersion VR games cause changes in static balance with associated adverse effects, and whether a fixed or a changing game background is more likely to contribute to such problems. Static balance and adverse effects (eye fatigue and dizziness) were measured in 15 healthy adults under three conditions: baseline; after a full-immersion virtual reality game (PlayStation 4 Pro and PlayStation® VR headset) with a fixed background (15 min); and after a full-immersion virtual reality game with a unfixed background (15 min). Static balance was measured with an AMTI force plate, while eye fatigue and dizziness were measured with the Virtual Reality Symptom Questionnaire (VRSQ) and the Simulator Sickness Questionnaire (SSQ). It was determined that playing a full-immersion VR game had a negative effect on static balance and produced several adverse effects including eye fatigue and dizziness. Moreover, sway velocity and sway length increased significantly in the game with a moving background compared to both the baseline and the game with a fixed background (p < 0.05); VRSQ and SSQ were also significantly higher in this case. It is thus preferable from the perspective of reducing adverse effects that only fixed-background full-immersion VR games be used in rehabilitative interventions.
Copyright © 2020 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Full immersive virtual reality; Motion sickness; Static balance; Video games

Mesh:

Year:  2020        PMID: 32294492     DOI: 10.1016/j.neulet.2020.134974

Source DB:  PubMed          Journal:  Neurosci Lett        ISSN: 0304-3940            Impact factor:   3.046


  6 in total

1.  Immersive virtual reality on childbirth experience for women: a randomized controlled trial.

Authors:  Elif Gizem Carus; Nazli Albayrak; Halit Mert Bildirici; Selen Gur Ozmen
Journal:  BMC Pregnancy Childbirth       Date:  2022-04-23       Impact factor: 3.105

2.  Comparison of extended reality and conventional methods of basic life support training: protocol for a multinational, pragmatic, noninferiority, randomised clinical trial (XR BLS trial).

Authors:  Dong Keon Lee; Chang Woo Im; You Hwan Jo; Todd Chang; Joo Lee Song; Cindy Luu; Ralph Mackinnon; Suresh Pillai; Chuen Neng Lee; Sanghoon Jheon; Soyeon Ahn; Seung Hyun Won
Journal:  Trials       Date:  2021-12-20       Impact factor: 2.279

3.  Virtual Reality Based Active Shooter Training Drill Increases Salivary and Subjective Markers of Stress.

Authors:  Matthew J McAllister; M Hunter Martaindale; Andrew E Gonzalez; Marcus J Case
Journal:  Yale J Biol Med       Date:  2022-03-31

4.  Virtual Reality for Health Care Professionals During a Pandemic: A Pilot Program.

Authors:  Ivana T Croghan; Ryan T Hurt; Christopher A Aakre; Shawn C Fokken; Karen M Fischer; Stephanie A Lindeen; Darrell R Schroeder; Ravindra Ganesh; Karthik Ghosh; Brent A Bauer
Journal:  J Prim Care Community Health       Date:  2022 Jan-Dec

Review 5.  Role of Three-Dimensional Visualization Modalities in Medical Education.

Authors:  Ivy Bui; Arunabh Bhattacharya; Si Hui Wong; Harinder R Singh; Arpit Agarwal
Journal:  Front Pediatr       Date:  2021-12-07       Impact factor: 3.418

Review 6.  State-of-the-Art Review on Immersive Virtual Reality Interventions for Colonoscopy-Induced Anxiety and Pain.

Authors:  Marcel-Alexandru Găină; Andreea Silvana Szalontay; Gabriela Ștefănescu; Gheorghe Gh Bălan; Cristina Mihaela Ghiciuc; Alexandra Boloș; Alexandra-Maria Găină; Cristinel Ștefănescu
Journal:  J Clin Med       Date:  2022-03-17       Impact factor: 4.241

  6 in total

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