Virtual reality glasses: do they damage your eyes? What harm do virtual reality glasses cause to vision and the body?

While fans and opponents of VR argue about whether virtual reality glasses are harmful to the eyes, scientists are testing a mechanism for restoring vision using VR helmets.

James Blaha, owner of Vivid Vision, tested the possibilities of using virtual reality technology for vision correction. His example proves that VR is not just for entertainment.

The company has created an application for virtual reality helmets called Vivid Vision for Amblyopia. The program should help users fix . The application provides game exercises for training the eye muscles, tests to check the condition of the eyes and individual functions for the treatment of identified diseases.

What will a virtual reality system help combat?

Strabismus is often caused by weakness of the eye muscles. As a result, the pupil shifts away from its natural position, and the patient loses the ability to three-dimensional visual perception. With strabismus, it is difficult to determine the distance between objects, the eye becomes confused. The whole complex of symptoms is called “impaired binocular vision.”

With strabismus, the brain is not able to process visual signals normally - the eyes transmit too contradictory information. In an attempt to compensate for the discrepancies, the brain “turns off” the processing of signals from the diseased organ, amblyopia occurs.

Specialized projectors are used to treat “lazy eye” (amblyopia) and strabismus. When operating, the devices transmit two different images (individual to each eye), forcing weakened muscles to work. James Blaha, who suffered from the same problems, used similar devices for some time. According to some users, their eyes hurt from virtual reality glasses. Discomfort arises from overstrain of the eye muscles. This conditional can also be put to good use.

After entering the market with a set of developer tools, Blaha decided to improve the medical technology using a new product. The result of his work was the Vivid Vision for Amblyopia program. As with projectors, two images are shown to the user. In this case, the brain forces the weakened eye to work on transmitting the image in volume. Having become accustomed to transmitting signals normally in a VR device, the eye continues to function fully in reality.

Blaha used his own development for two years. According to the entrepreneur, before starting training with the application, visual acuity in his damaged eye was 20/70, and the ability for three-dimensional perception was almost lost. A year later, the indicator improved to 20/40, and James could already see the volume in the helmet. Two years after the start of training, visual acuity was 20/25, and the ability to see three-dimensionally remained in everyday life.

The program has not yet officially left the beta stage; the technology is being tested in specialized ophthalmological institutes in the United States.

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“It’s not comfortable or healthy to constantly use a monitor right in front of your eyes.”

This solution provides eye-friendly use of virtual reality technology. It seems to the human eye that we are looking at an image that is at a sufficient distance. The length of this virtual gap may vary for each device. For example, in Oculus Rift DK1 the optical image is infinitely far away. And in Oculus Rift DK2 creates the illusion that it is located approximately 1.4 meters.

This article describes the performance of lenses under ideal conditions. Not all virtual reality devices can provide them. Therefore, sometimes some kind of interference occurs. For example, geometric distortion and chromatic aberration. We'll talk about them next time.

Note:

Having been working for almost a year now Russian market virtual reality our club was visited by more than 3000 people, who for the first time tried to immerse themselves and experience all the sensations from helmets, controllers, simulators and virtual reality games. We conducted surveys and tests of VR headsets in focus groups, found out opinions and analyzed the results from large quantity Virtuality Club visitors. Based on our practice, we have concluded that the vast majority of players who try virtual reality leave with positive impressions. Only 15% of the total number of respondents reported minor discomfort after using the product Oculus Rift DK2. Most of the negative feelings are inherent in players who use glasses and suffer from vision problems. IN at the moment The DK2 comes with additional lenses for people with slight myopia, but we hope that helmet developers in future versions will come up with a lens mechanism that adapts to people with visual impairments.

In the instructions for some VR gadgets, manufacturers warn: if you wear a helmet or glasses, walk down the street, climb stairs, approach an open window, or pick up sharp objects, you may develop health problems.

But these are requirements for safe use. The harm that VR gadgets can cause to health is discussed vaguely. Doctors are also in no hurry to comment: there are still few statistics, and what is available is difficult to generalize, because the devices are very different.

Especially in the safety instructions there is a point where it is forbidden to ride a bicycle or drive a car in a VR helmet.

There is still no standard that would regulate the main characteristics of VR technology - picture quality, brightness, frame rate, dimensions and weight. There are also no regulations regarding the impact of these gadgets on health.

One in 4,000 users experience dizziness, epileptic seizures or blackouts.

For whom VR gadgets are contraindicated

Instructions for the safe use of the Rift and Gear VR, published on the Oculus website, officially and categorically prohibit the use of the devices by children under 13 years of age. Similar restrictions can be found from other VR equipment manufacturers. At the age of 13-14 years, the visual system continues to form. So it’s better not to use VR gadgets.

In addition to age restrictions, manufacturers recommend that when using VR helmets, pregnant women suffering from impaired binocular vision, psychiatric disorders, or heart disease consult a doctor.

Age restrictions are associated with the fear of manufacturers, because there is very little data on use at an earlier age.

Pavel Brand

Neurologist, Ph.D.

Effect on vision

This is what virtual reality glasses look like from the back side

Our eyes are natural photo sensors. They record the light signal and send it to the brain. The brain compares the images received from the right and left eyes and analyzes the information received. For example, to determine the distance to the nearest object.

When inconsistent information comes from the right and left eyes - say, one picture is brighter or less sharp, or the images are of different scales - the brain finds it a challenge to analyze these pictures. If the difference is small, the brain will try to solve the problem using the eye muscles: making us shift our point of view, refocus our lenses, squint or blink. At the same time, even a slight desynchronization of pictures, if you perceive it long time, is enough to cause burst blood vessels in the eyes, headaches and other “delights” of rapid eye fatigue.

The dynamic and poorly coordinated plot of VR content does not leave the brain time to analyze incoming information and adapt. The result is migraines, nausea, vomiting, pain and “sand” in the eyes.

VR has a negative impact on the organ of vision, and at the same time on everything connected with it (it can provoke an epileptic attack or acute dizziness, for example). In addition, VR, like any gaming gadget, leads to physical inactivity.

Pavel Brand

Neurologist, Ph.D.

Effect on the vestibular apparatus

The vestibular apparatus is our internal organ balancing, it allows you to maintain balance. It is a complex complex of numerous balance receptors, supplemented by information from touch, vision and hearing.

The symptoms are the same as for seasickness. Nausea and vomiting are the first flowers from this bouquet. Visual perception may change when the image blurs or doubles in size. Other symptoms include disorientation, increased sweating and/or salivation, dizziness, pain in the head or eyes, and lethargy.

The vestibular apparatus may malfunction when quickly changing spatial orientation in a VR helmet, much like when a seaman is rocking.

VR and discomfort: it’s different for everyone

The same person can ride a roller coaster - and then turn green with nausea during a slight rocking motion on a pleasure boat. Some people begin to feel nauseous in the cinema a minute after the start of a 3D session, others watch 3D for hours without problems.

It’s the same with VR gadgets. The same person can experience a wide range of sensations from the same VR content with different health conditions. This especially applies to fatigue, lack of sleep, jet lag, alcohol or drug intoxication and hangover, stress, anxiety, colds, migraines and even poor digestion.

Information about virtual reality and accessories related to it comes from everywhere. The Internet and the media constantly talk about virtual reality technology and VR glasses in particular. A natural question arises about the safety of using such devices.

Maximum immersion into a non-existent world until recently remained only a dream for gamers. At the end of March last year, a mass-produced VR device went on sale.

The helmet manages to create an incredibly strong illusion of being in a fictional reality. Previously developed accessories could not even come close to matching it. These do not include special VR systems made for special services and the military.

Throughout all previous years, virtual reality remained outside the consumer sphere and was not on sale. The people who took part in the experiments were constantly monitored by specialists. One of the reasons for this is the enormous cost of equipment.

After VR devices went on sale, buyers began to have certain questions that for some reason remain unanswered. For example, the harm and benefits of virtual reality.

This behavior of manufacturers is understandable, because profit and attracting the maximum number of customers depend on the speed of production. In response to questions from regulatory authorities, suppliers of VR glasses have prepared a saving phrase that formally virtual reality accessories have been produced for more than 10 years and during this period no serious problems have been found among consumers.

In fact, all previous versions of virtual reality system helmets had no demand in the market. Their maximum circulation was several thousand, and in this case it is impossible to talk about the experience of mass use. Their impact on people cannot even be approximately compared with the new generation of glasses.

When using the device, the brain begins to relate itself to the fictional protagonist. Such an association provokes a number of problems. For example, every owner of a gadget experiences nausea or dizziness. This is only the least of the unpleasant consequences. Long-term use of the device in a violent game can cause mental disorders.

According to neurologists, video recordings computer games, books and films have different effects on individual personality types. The time spent in the virtual world also has an impact on players. The most accurate image transmission compared to a PC is undeniable, but this needs to be proven scientifically. The manufacturer's list shows the most likely side effects. This is nausea and dizziness. Much less often (1 case out of 4 thousand) attacks of epilepsy or convulsions may occur.

The user manual for virtual reality gadgets indicates general rules. In particular, when wearing glasses, walking up stairs, approaching an open window, or interacting with sharp objects, there is a high risk of injury. As for harm to health, vague language is used here. Doctors also cannot comment on this point, explaining their unpreparedness by the lack of statistics.

According to information in the manufacturer's instructions published on the official Oculus website, the use of accessories by persons under 13 years of age is strictly prohibited, since their visual system is not fully formed.

Adults should supervise teenagers until they reach adulthood. This is necessary to comply with the regime and take action in the event of side effects caused by the use of the gadget.

Consultation with a doctor is necessary for pregnant women and those users who have visual diseases, mental disorders and cardiovascular diseases.

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Virtual reality is attracting more and more people, especially young people. The game captivates with the authenticity of events and sensations. And to immerse yourself in the mysterious world, all you need is a smartphone and glasses to convey the plot. But, no matter how interesting the game is, a reasonable question arises: are glasses harmful for virtual reality? To answer this, you should consider the main characteristics of the device.

Are virtual reality glasses harmful to vision?

Device weight

Apart from the wires, the weight of the device itself, at first glance, is small, about 300 grams. This is about the same as monitor headphones weigh. And here we should draw a parallel and remember what the headphones feel like after sitting in them for an hour. Not only the ears begin to hurt, but also the head, crown, and neck. This occurs due to tension in the neck muscles. The same symptoms also occur after wearing glasses for a long time.

In addition, the helmet is put on the head and covers its entire volume. Despite the presence of elastic straps that are designed to alleviate pressure, the helmet puts pressure not only on the head, but also on the bridge of the nose. As a result, in addition to headaches, pain also appears in the nose area.

Of course, it is impossible to judge the dangers of glasses based on this parameter. After all, it all depends on the time spent in them.

Interesting! Within half an hour the discomfort will not be noticeable, but within an hour the first signs of fatigue will appear.

Detachment from the real world

Increasingly, stories appear in the news about young people who are completely detached from reality while playing in virtual reality. They forget to eat, drink, sleep. Losing track of time has serious health consequences. This manifests itself not only in moral and physical fatigue, but also in exhaustion. In some cases, it is not possible to save a person who has played until he loses his pulse. He dies from dehydration or starvation.

But it is also impossible to talk about the specific harm of glasses in this case. After all, it is not the device itself that is to blame, but the exciting plot of the game, the receptive and captivating nature of the player.

Harmful effects

Back in the 80s of the last century, after playing with virtual glasses, not only headaches appeared, but also dizziness, nausea, and even vomiting. Despite the technological breakthrough and improvement of glasses, the problem is still relevant today. All these are consequences of psychological and physical stress.

In addition, disorientation often sets in after prolonged play. This is due to the fact that the brain actually receives signals for various actions from several senses. All of them are consistent with each other, and therefore no failure occurs. In virtual reality, the senses do not work synchronously, and therefore discord occurs. Cases have been recorded when, during or after a long game, a person poured a drink not into his mouth, but, for example, into his eye.

From the point of view of scientists, this is due to the low resolution and frequent frame changes in the game.

Important! Scientists and doctors do not recommend the use of glasses for children under 13 years of age.

Damage to vision

But also the most main question: Are glasses harmful to your eyesight? Here, the opinions of not only players, but also many experts differ. Most believe that a helmet is no more dangerous to the eyes than a medium-sized computer monitor.

The other half is sure that glasses put a lot of strain on vision, as a result of which it deteriorates. And there is data confirming this fact. Sitting for a long time and often in a virtual helmet, as well as at a computer, will eventually lead to a deterioration in visual acuity.

Spending a long time in the virtual world can also lead to refractive error. In this case, eye diseases occur in which the image is focused in front of the retina, and not on it.

It is impossible to say unequivocally whether virtual reality glasses are harmful to health and vision. Here everything depends on many factors: the length of stay in the fictional world, the psyche and emotional state of the player, the quality of the device.

One thing is for sure: the main thing is to know when to stop, and then you can enjoy the plot without harming your health.