[The impact of augmented reality glasses on human visual efficiency and digital eye fatigue]

Zhonghua Yan Ke Za Zhi. 2024 Apr 11;60(4):352-358. doi: 10.3760/cma.j.cn112142-20231122-000246.
[Article in Chinese]


Objective: To investigate the differences in reading efficiency and visual fatigue between the use of augmented reality (AR) glasses and laptops. Methods: A prospective self-controlled study was conducted. Healthy students from Capital Medical University who frequently engaged in long-term near work and used laptops and other digital display devices were recruited as subjects at Beijing Tongren Hospital, Capital Medical University between November 1 and November 15, 2023. LogMAR visual acuity, visual functions (accommodation, convergence, and fusion), and visual fatigue scores (Likert visual fatigue scale) of the participants were assessed. The order of using the laptop and AR glasses for each participant was determined by a coin toss. Reading efficiency (reading speed and error rate multiplied by the detection rate of incorrect numbers) with different devices for 10 minutes at the same time on different dates and visual fatigue scores after watching a 20-minute video were measured. Statistical analyses were performed using paired t-tests and Wilcoxon signed-rank tests. Results: A total of 20 eligible subjects were included, comprising 7 males and 13 females, with a mean age of (25.45±2.27) years. There was no significant change in binocular visual acuity before and after using AR glasses and laptops (both P>0.05). The reading speed and reading efficiency of using AR glasses [(34.03±9.25) and (29.19±7.62) digits/min, respectively] were significantly lower than those of using laptops [(39.43±10.36) and (35.67±9.87) digits/min, respectively] (t=4.36, P<0.001), while the difference in error detection rate was not statistically significant (t=1.29, P=0.213). There was no statistically significant difference in visual fatigue scores before watching videos with the two devices (Z=-0.71, P=0.480). However, the visual fatigue score after watching videos with AR glasses [(20.55±5.04) points] was significantly higher than that with laptops [16.50 (13.00, 19.75) points] (Z=-2.85, P=0.004). The visual fatigue scores after watching videos with both devices were significantly higher than before (P<0.05), with a more significant increase observed with AR glasses [(6.05±3.50) points] (Z=-3.41, P<0.001). Conclusion: Compared with using laptops, the reading speed and efficiency were lower, and the visual fatigue was more pronounced with the use of AR glasses at the current technical level. Further optimization and improvement of AR glasses are warranted.

目的: 探讨使用增强现实眼镜与笔记本电脑在阅读效果和视疲劳方面的差异。 方法: 前瞻性自身对照研究。于2023年11月1至15日在首都医科大学附属北京同仁医院招募长期近距离视物且高频使用笔记本电脑等数字显示设备的健康首都医科大学学生作为受试者,检测视力、双眼视功能(调节、集合、融合功能等)和视疲劳评分(Likert视疲劳量表)。采用抛硬币法确定受试者笔记本电脑和增强现实眼镜的使用顺序,分别于不同日期的相同时间段检测使用不同设备10 min的阅读效率(阅读速度和错误数字对检出率的乘积),以及观看20 min视频后的视疲劳评分。采用配对样本t检验和Wilcoxon秩和检验进行统计学分析。 结果: 共纳入20名符合标准的受试者,男性7名,女性13名,年龄为(25.45±2.27)岁。使用增强现实眼镜和笔记本电脑前后,受试者双眼的远视力均未发生显著变化(均P>0.05)。使用增强现实眼镜的阅读速度和阅读效率[(34.03±9.25)和(29.19±7.62)数字对/min]显著低于使用笔记本电脑[(39.43±10.36)和(35.67±9.87)数字对/min](t=4.36,P<0.001),但错误数字对检出率差异无统计学意义(t=1.29,P=0.213)。使用2种设备观看视频前的视疲劳评分差异无统计学意义(Z=-0.71,P=0.480),使用增强现实眼镜观看视频后的视疲劳评分[(20.55±5.04)分]显著高于使用笔记本电脑[16.50(13.00,19.75)分](Z=-2.85,P=0.004)。使用2种设备观看视频后的视疲劳评分均较观看前显著升高(P<0.05),其中使用增强现实眼镜的视疲劳评分升高[(6.05±3.50)分]更显著(Z=-3.41,P<0.001)。 结论: 与使用笔记本电脑比较,使用现有增强现实眼镜进行阅读的速度和效率较低,使用后视疲劳程度较重,增强现实眼镜技术尚待进一步优化和改进。.

Publication types

  • English Abstract

MeSH terms

  • Adult
  • Asthenopia*
  • Augmented Reality*
  • Female
  • Humans
  • Male
  • Prospective Studies
  • Vision, Ocular
  • Visual Acuity
  • Young Adult