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Does VR device hurt the eye? China's first virtual reality visual health group standard was released

Wearing VR glasses to immerse yourself in stunt scenes, "arming" VR equipment to carry out physical rehabilitation training... Virtual Reality (VR) technology, as an important force leading a new round of global industrial change, is penetrating into many industries. When applying this technology, our vision is faced with a completely different environment, will these devices damage vision? Or can new technologies be applied to medicine to improve children's vision development?

On January 24, the Zhongshan Eye Center of Sun Yat-sen University released the mainland's first virtual reality visual health group standard, marking the application of VR equipment as "visual health" for the first time, and in the future, VR products are expected to enter the visual health specifications, with "low, medium and high" different levels of risk specifications in the industry's visual quality assessment.

The first group standard was released

Includes ocular optics, EEG and other indicators

Technological developments such as virtual reality, augmented reality, mixed augmented reality, and "meta-universe" have witnessed the cultivation and growth of the Internet of Everything system. Virtual reality technology in the medical, educational, industrial, military and many other fields show a very broad application prospects, with VR shine, thriving at the same time, the application of VR technology on visual health impact has gradually attracted everyone's attention.

During the use of VR devices, the user's visual nerves and cranial nerves are highly excited, which triggers central visual fatigue. However, for these problems, an effective visual health evaluation system is still blank.

"VR products produce visual fatigue and are over-immersed in it, which is a different scene from the previous visual environment. In the past, our standards for this field were mainly closely related to physical optoelectronic technology parameters, such as resolution, screen brightness, refresh rate, multifocal display, etc., but the attention to visual health was far from enough. As the project leader, Professor Yuan Jin, deputy director of the Zhongshan Eye Center of Sun Yat-sen University, introduced.

The release of the "Visual Health Impact Evaluation Method for Virtual Reality Products" fills this gap. Led by Professor Yuan Jin of Zhongshan Eye Center of Sun Yat-sen University, together with Zhongshan Eye Center of Sun Yat-sen University, China Institute of Food and Drug Control, Sun Yat-sen University, China Institute of Electronic Technology Standardization and other institutions, the world's first virtual reality group standard was released, which provides an evaluation and risk level assessment method for the impact of virtual reality technology on visual health.

Does VR device hurt the eye? China's first virtual reality visual health group standard was released

Publish on-site

The first team standard refines the relevant issues and provides an assessment methodology through 6 major sections and 3 appendices. Through the construction of the application risk model, the detection of key optoelectronic indicators, and the multi-scenario clinical evaluation of the product, the standard formulation and database establishment, the researchers formulated the low, medium and high risk grading standards for visual health, which not only quoted the ophthalmic visual indicators, but also used the EEG indicators generated by the visual center stimulated by the VR product to focus on evaluating the visual health of the VR product.

"The impact of VR products on visual health should be paid attention to." Zhao Qinping, an academician of the Chinese Academy of Engineering, said that he hopes to take the release of this group standard as an opportunity to standardize the visual and healthy development of VR technology and further promote the progress of industrial technology.

The higher the resolution of a VR product, the better?

Not really

There are often some high-end VR products on the market, with high resolution as the selling point, does this mean that the higher the resolution, the clearer and the less eye fatigue? Not really. Yuan Jin introduced that the human eye is not an optimal optical imaging system, when the resolution of the terminal display exceeds the range that the eye can accept, it will constantly recognize the focus, resulting in visual fatigue.

Now there are some low-priced VR products on the market, but the resolution, light intensity is not enough, rough and low quality, so that when visual information is input in this mode, in order to see the eyes clearly, more adjustments will be used to focus, which is more likely to produce visual fatigue. Correspondingly, some high-end products also have symptoms and signs for a limited time, so they cannot be price-oriented, and should be guided by relevant industry standards.

"Just like buying a refrigerator with energy efficiency labels can be seen at a glance, this time it is the introduction of group standards, we hope that the next step can be conceived into industry standards, and then further can become a national standard to regulate the visual health development of the VR industry." Yuan Jin introduced, on January 15 this year, the Zhongshan Eye Center of Sun Yat-sen University and the China Electronic Technology Standardization Institute / Shenzhen Saixi Information Technology Co., Ltd. jointly established, the "Greater Bay Area Display Product Visual Health Detection Center" was officially inaugurated, for the society to carry out the visual health assessment and testing of the display terminal, enterprises in need can send VR products to the testing center, you can know the visual health risk assessment of its products, in addition, the project team is cooperating with institutions to produce VR products "low, medium, high" The risk visual health assessment system, in the future, enterprises are expected to quickly obtain query results through the convenient way of entering parameters.

Does VR device hurt the eye? China's first virtual reality visual health group standard was released

Professor Yuan Jin interprets the standard

Does VR products hurt or improve vision?

It's a "double-edged sword."

As VR products penetrate into all walks of life, many student groups are also attracted by this new technology, a phenomenon that has aroused the attention of parents.

Will VR products damage vision? Yuan Jin introduced that when the eyes are concentrated in a specific scene of VR products, the tear film is easy to evaporate too quickly, resulting in visual fatigue. In the VR stereoscopic environment, the eyes will constantly chase the focus, adjust near and far, and excessive stunts will produce a feeling of soreness and fatigue. When games and training are highly immersive, they also produce fatigue in the visual center because the information sources are highly centralized. Children's balance is not fully developed, and they should try to avoid switching scenes at high speed in stunts. The eyes should be rested every thirty minutes to an hour of use.

On the other hand, industry insiders pointed out that VR technology is a "double-edged sword", it can also help visual recovery, such as VR technology visual function assessment, myopia prevention and control and training, visual aids, ophthalmic education and other aspects have shown unique superiority, "for example, children advocate outdoor environment, in the VR scene to create a wide field of vision of the tourism scene, whether it can help adjust eye fatigue, this is also a direction that can be considered." Expert introduction.

In the future, experts suggest that when enterprises develop VR products, they should pay attention to the visual health of users, in addition to the application of team standards, they can also consider the degree of matching of vr systems with individuals, such as whether people with refractive errors can have specially built models when using them, which will prevent further advances to reduce the visual damage caused by the use of terminal products.

Text/Guangzhou Daily, Xinhuacheng Reporter: Liang Chaoyi Correspondent: Tai Mengyun

The picture is provided by the hospital

Guangzhou Daily New Flower City Editor: Weng Shuxian

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