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Purpose: To investigate the clinical effects of head-mounted display on the refractive error and oculomotor system in normal adolescents.
Methods: Sixty volunteers (age: 13 to 18 years) watched a three-dimensional movie and virtual reality application of head-mounted display for 30 minutes. The refractive error (diopters [D]), angle of deviation (prism diopters [PD]) at distance (6 m) and near (33 cm), near point of accommodation, and stereoacuity were measured before, immediately after, and 10 minutes after watching the head-mounted display. The refractive error was presented as spherical equivalent (SE). Refractive error was measured repeatedly after every 10 minutes when a myopic shift greater than 0.15 D was observed after watching the head-mounted display.
Results: The mean age of the participants was 14.7 ± 1.3 years and the mean SE before watching head-mounted display was -3.1 ± 2.6 D. One participant in the virtual reality application group was excluded due to motion sickness and nausea. After 30 minutes of watching the head-mounted display, the SE, near point of accommodation, and stereoacuity in both eyes did not change significantly (all P > .05). Immediately after watching the head-mounted display, esophoric shift was observed (0.6 ± 1.5 to 0.2 ± 1.5 PD), although it was not significant (P = .06). Transient myopic shifts of 17.2% to 30% were observed immediately after watching the head-mounted display in both groups, but recovered fully within 40 minutes after watching the head-mounted display.
Conclusions: There were no significant clinical effects of watching head-mounted display for 30 minutes on the normal adolescent eye. Transient changes in refractive error and binocular alignment were noted, but were not significant. [J Pediatr Ophthalmol Strabismus. 2016;53(4):238-245.].
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http://dx.doi.org/10.3928/01913913-20160511-01 | DOI Listing |
ObjectiveThis work examined performance costs for a spatial integration task when two sources of information were presented at increasing eccentricities with an augmented-reality (AR) head-mounted display (HMD).BackgroundSeveral studies have noted that different types of tasks have varying costs associated with the spatial proximity of information that requires mental integration. Additionally, prior work has found a relatively negligible role of head movements associated with performance costs.
View Article and Find Full Text PDFGait Posture
August 2025
Department of Kinesiology, Sport, and Hospitality Management, College of Education and Human Development, George Mason University, 10890 George Mason Circle, Katherine Johnson Hall, 201G 4E5, Manassas, VA 20110, USA; Department of Health and Kinesiology, University of Utah, Salt Lake City, UT, USA.
Introduction: Both fall-related anxiety and cognitive demands affect balance and gait without additional motor complexity. High elevation settings in virtual reality elicit 'stiffening of posture' (i.e.
View Article and Find Full Text PDFNurse Educ Pract
September 2025
School of Nursing, Inha University, 100 Inha-ro, Michuhol-gu, Incheon 22212, Republic of Korea. Electronic address:
Aim: This study evaluated the use of a generative pre-trained transformer (GPT)-based virtual patient in nursing education.
Background: In nursing education, conventional training methods such as interactions with real-life or standardized patients exhibit limitations such as psychological distress, repetitive training and insufficient cost- and time-effectiveness. Because of their capacity to emulate human-like dialogue, GPTs have emerged as a valuable resource for educational nursing activities.
IEEE Comput Graph Appl
September 2025
Capturing indoor environments with 360° images provides a cost-effective method for creating immersive content. However, virtual staging - removing existing furniture and inserting new objects with realistic lighting - remains challenging. We present VISPI (Virtual Staging Pipeline for Single Indoor Panoramic Images), a framework that enables interactive restaging of indoor scenes from a single panoramic image.
View Article and Find Full Text PDFBMC Nurs
September 2025
School of Nursing, Capital Medical University, No.10 Xi-tou-tiao,You-an-men Wai, Feng-tai District, Beijing, China.
Background: With Generation Z becoming the primary group of nursing learners and the increasing shortage of nursing education resources, augmented reality and mixed reality based on head-mounted displays are being used more and more in nursing education. However, the current application landscape and the proper usage of these concepts remain unclear. Therefore, this study aims to conduct a scoping review to explore the current applications of head-mounted display-based augmented reality and mixed reality in nursing education and to clarify the definitions and usage of the concepts of augmented reality and mixed reality, ultimately providing directions for future applications and research.
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