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The interaction between visual and oculomotor functions and the use of virtual reality: A scoping review

作者
Ieva Krastina,Ellen Svarverud,Stuart J. Gilson,Rigmor C. Baraas,Lene A. Hagen
出处
期刊:Open research Europe [European Commission]
标识
DOI:10.12688/openreseurope.23038.2
摘要

Background With the expanding use of virtual reality (VR) technologies, it is important to understand how common vision problems, affecting over 50% of the population, may influence the use of VR, as well as how VR use, in turn, affects visual and oculomotor functions. This scoping review aimed to map current knowledge on the interaction between visual and oculomotor functions and VR usage. Methods Following the JBI and PRISMA-ScR guidelines, the literature search was performed in three databases, using search terms for visual and oculomotor functions combined with terms for VR. Peer reviewed research articles, published in English from 2016 to 2025, were included. Eligible studies used fully immersive stereoscopic VR headsets and performed vision measurements pre-, post-, or during VR exposure. Studies focusing on vision impairment or rehabilitation were excluded. Results Twenty-eight studies from 13 countries were included. Most studies (64%) involved participants aged 18 to 32 years with normal or corrected-to-normal distance visual acuity, stereoacuity, and binocular vision. The VR sessions typically lasted 10–30 min. Eleven studies assessed how visual and oculomotor factors affected performance and user comfort in VR, highlighting the role of binocular vision for precise depth perception and the importance of proper IPD adjustments for user comfort and performance. Twenty studies evaluated visual and oculomotor functions following VR exposure. Visual function remained mostly unaffected post-VR, while oculomotor function, such as accommodation and vergence, showed both improvements and deteriorations. Conclusions Findings indicate potential disturbances in binocular vision following VR engagement. However, current research has focused on participants without common vision problems, lacking detailed baseline assessments, limiting generalizability. Future studies should include participants with common vision problems, provide comprehensive description of visual and oculomotor functions, and explore long-term and repeated VR exposure. Addressing these gaps is essential for developing evidence-based guidelines and designing comfortable, accessible VR technologies.

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