![]() ![]() Results: eyestrain was significantly higher with HMDs than PC based on Punctum Proximum of accommodation and visual acuity variables and tends to be higher with S3D. Quality of experience was measured with questionnaires assessing Presence, Flow and Visual Comfort. Learning traces were obtained in-game by registering response time and scores. Eyestrain was assessed pre- and post-exposure on a chin-head rest with optometric measures. Participants played the game twice, allowing between group analyses. Participants were randomly assigned to 3 groups: PC, HMD biocular and HMD stereoscopy (S3D). The study was conducted according to a double-blinded protocol. Materials and Methods: 69 participants played a serious game simulating a job interview with a Samsung Gear VR Head Mounted Display (HMD) or a computer screen. Purpose: This study explores eyestrain and its possible impacts on learning performances and quality of experience using different apparatuses and imaging. Our results show that eyestrain does not seem to decrease learning. Eyestrain and visual discomfort were higher with HMDs than PC. Groups initially using HMDs continued improving during long-term learning but without statistically significant difference compared to PC. Conclusion: short-term learning is similar between PC and HMDs. Flow difference was statistically significant between PC and HMDs (biocular and S3D), with the PC group reporting higher Flow than HMD-S3D. Visual discomfort difference was statistically significant between PC and HMDs (biocular and S3D). All groups improved response time but without statistically significant differences between HMDs and PC. Knowledge gain and retention were similar with HMDs and PC based on scores and response time. Results: eyestrain was higher with HMDs than PC based on Punctum Proximum of accommodation but similar between biocular and S3D. Quality of experience was measured with questionnaires. Learning performances were obtained in-game. Eyestrain was assessed pre- and post-exposure with six optometric measures. Participants were randomly assigned to 3 groups: PC, HMD biocular, and HMD stereoscopy (S3D). Do apparatuses and eyestrain have effects on learning performances and quality of experience? Materials and Methods: 42 participants played a serious game simulating a job interview with a Samsung Gear VR Head-Mounted Display (HMD) or a computer screen. ![]()
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