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1,043 result(s) for "visual fatigue"
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Taurine: A Source and Application for the Relief of Visual Fatigue
According to reports, supplementation with appropriate doses of taurine may help to reduce visual fatigue. Presently, some progress has been made in research related to taurine in eye health, but the lack of systematic summaries has led to the neglect of its application in the relief of visual fatigue. This paper, therefore, provides a systematic review of the sources of taurine, including the endogenous metabolic and exogenous dietary pathways, as well as a detailed review of the distribution and production of exogenous taurine. The physiological mechanisms underlying the production of visual fatigue are summarized and the research progress of taurine in relieving visual fatigue is reviewed, including the safety of consumption and the mechanism of action in relieving visual fatigue, in order to provide some reference basis and inspiration for the development and application of taurine in functional foods for relieving visual fatigue.
Orbicularis oculi muscle activity during computer reading under different degrees of artificially-induced aniseikonia
Aniseikonia is a binocular vision disorder that has been associated with asthenopic symptoms. However, asthenopia has been evaluated with subjective tests that make difficult to determine the level of aniseikonia. This study aims to objectively evaluate the impact of induced aniseikonia at different levels on visual fatigue by measuring the orbicularis oculi muscle activity in the dominant and non-dominant eyes while performing a reading task. Twenty-four collegiate students (24.00 ± 3.86 years) participated in this study. Participants read a passage for 7 minutes under four degrees of aniseikonia (0%, 3%, 5% and 10%) at 50 cm. Orbicularis oculi muscle activity of the dominant and non-dominant eye was recorded by surface electromyography. In addition, visual discomfort was assessed after each task by completing a questionnaire. Orbicularis oculi muscle activity increased under induced aniseikonia ( , greater values for the 10% condition in comparison to 0%, and 3% conditions (  = 0.034 and  = 0.023, respectively)). No statistically significant differences were observed in orbicularis oculi muscle activity for the time on task and between the dominant and non-dominant eyes. Additionally, higher levels of subjective visual discomfort were observed for lower degrees of induced aniseikonia. Induced aniseikonia increases visual fatigue at high aniseikonia degrees as measured by the orbicularis oculi muscle activity, and at low degrees as measured with subjective questionnaires. These findings may be of relevance to better understand the visual symptomatology of aniseikonia.
Effects of Paradigm Color and Screen Brightness on Visual Fatigue in Light Environment of Night Based on Eye Tracker and EEG Acquisition Equipment
Nowadays, more people tend to go to bed late and spend their sleep time with various electronic devices. At the same time, the BCI (brain–computer interface) rehabilitation equipment uses a visual display, thus it is necessary to evaluate the problem of visual fatigue to avoid the impact on the training effect. Therefore, it is very important to understand the impact of using electronic devices in a dark environment at night on human visual fatigue. This paper uses Matlab to write different color paradigm stimulations, uses a 4K display with an adjustable screen brightness to jointly design the experiment, uses eye tracker and g.tec Electroencephalogram (EEG) equipment to collect the signal, and then carries out data processing and analysis, finally obtaining the influence of the combination of different colors and different screen brightness on human visual fatigue in a dark environment. In this study, subjects were asked to evaluate their subjective (Likert scale) perception, and objective signals (pupil diameter, θ + α frequency band data) were collected in a dark environment (<3 lx). The Likert scale showed that a low screen brightness in the dark environment could reduce the visual fatigue of the subjects, and participants preferred blue to red. The pupil data revealed that visual perception sensitivity was more vulnerable to stimulation at a medium and high screen brightness, which is easier to deepen visual fatigue. EEG frequency band data concluded that there was no significant difference between paradigm colors and screen brightness on visual fatigue. On this basis, this paper puts forward a new index—the visual anti-fatigue index, which provides a valuable reference for the optimization of the indoor living environment, the improvement of satisfaction with the use of electronic equipment and BCI rehabilitation equipment, and the protection of human eyes.
A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload
This narrative review synthesizes and introduces 386 previous works about virtual reality-induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue, acute stress, and mental overload. Usually, these VRISE are treated independently in the literature, although virtual reality is increasingly considered an option to replace PCs at the workplace, which encourages us to consider them all at once. We emphasize the context of office-like tasks in VR, gathering 57 articles meeting our inclusion/exclusion criteria. Cybersickness symptoms, influenced by fifty factors, could prevent workers from using VR. It is studied but requires more research to reach a theoretical consensus. VR can lead to more visual fatigue than other screen uses, influenced by fifteen factors, mainly due to vergence-accommodation conflicts. This side effect requires more testing and clarification on how it differs from cybersickness. VR can provoke muscle fatigue and musculoskeletal discomfort, influenced by fifteen factors, depending on tasks and interactions. VR could lead to acute stress due to technostress, task difficulty, time pressure, and public speaking. VR also potentially leads to mental overload, mainly due to task load, time pressure, and intrinsically due interaction and interface of the virtual environment. We propose a research agenda to tackle VR ergonomics and risks issues at the workplace.
Videoconference Fatigue: A Conceptual Analysis
Videoconferencing (VC) is a type of online meeting that allows two or more participants from different locations to engage in live multi-directional audio-visual communication and collaboration (e.g., via screen sharing). The COVID-19 pandemic has induced a boom in both private and professional videoconferencing in the early 2020s that elicited controversial public and academic debates about its pros and cons. One main concern has been the phenomenon of videoconference fatigue. The aim of this conceptual review article is to contribute to the conceptual clarification of VC fatigue. We use the popular and succinct label “Zoom fatigue” interchangeably with the more generic label “videoconference fatigue” and define it as the experience of fatigue during and/or after a videoconference, regardless of the specific VC system used. We followed a structured eight-phase process of conceptual analysis that led to a conceptual model of VC fatigue with four key causal dimensions: (1) personal factors, (2) organizational factors, (3) technological factors, and (4) environmental factors. We present this 4D model describing the respective dimensions with their sub-dimensions based on theories, available evidence, and media coverage. The 4D-model is meant to help researchers advance empirical research on videoconference fatigue.
Sports vision training reduces digital eye strain in screen-exposed university students: a randomized controlled trial of visuomotor and visual-attentional adaptation
BackgroundComputer vision syndrome (CVS), or digital eye strain, is common among university students exposed to prolonged screen-based near work, yet most preventive approaches rely on passive strategies such as visual breaks, ergonomic advice, or optical filtering. This randomized controlled trial examined whether a 12-week sports vision training (SVT)-enhanced physical education program could reduce CVS symptoms in college students with high daily screen exposure.MethodsTwo hundred undergraduate students were randomized to an SVT group or a control group, with 100 participants in each group and equal sex distribution. The SVT program integrated BACKNSHOU exercises, a structured sequence of eye, neck, shoulder, and back movements used for visual and postural preparation, Fitlight reaction tasks, SENAPTEC strobe-glasses training involving intermittent visual occlusion during visuomotor activities, multi-target tracking, and sport-based cognitive-motor activities. The control group continued standard physical education and received general 20-20-20 eye-use advice. CVS symptoms were assessed before and after intervention using CVS-SMART, covering visual-fatigue, ocular-surface, and neuromuscular/extraocular domains.ResultsAt baseline, 149 of 200 participants were classified as CVS-positive, corresponding to a prevalence of 74.5%, with no significant difference across sex-by-group strata. After 12 weeks, CVS-positive prevalence decreased from 76.0 to 44.0% in male SVT participants and from 72.0 to 38.0% in female SVT participants, whereas the control group showed only small, non-significant reductions. Self-reported symptom-specific analyses showed reductions in eye fatigue/soreness, difficulty focusing, red eyes, headache, and neck/shoulder/back pain in the SVT group. Generalized linear mixed models indicated lower post-intervention odds of symptom reporting across all five modeled symptoms, with group effects favoring SVT for all symptoms and reaching statistical significance for eye fatigue/soreness and red eyes.ConclusionThese findings suggest that dynamic, movement-based visual training may complement conventional CVS prevention strategies, although future studies incorporating objective ocular, oculomotor, and neurophysiological measures are needed to clarify mechanisms. This study extends sports vision training from athletic performance contexts to CVS symptom reduction in a non-athlete, screen-exposed student population.
Eye movement characteristics and visual fatigue assessment of virtual reality games with different interaction modes
This study aimed to investigate the eye movement characteristics and visual fatigue of virtual reality games with different interaction modes. Eye movement data were recorded using the built-in eye tracker of the VR device and eye movement parameters were calculated from the recorded raw data. The Visual Fatigue Scales and Simulator Sickness Questionnaire were used to subjectively assess visual fatigue and overall discomfort of the VR experience. Sixteen male and 17 female students were recruited for this study. Results showed that both the primary and 360 mode of VR could cause visual fatigue after 30 min of gameplay, with significant differences observed in eye movement behavior between the two modes. The primary mode was more likely to cause visual fatigue, as shown by objective measurements of blinking and pupil diameter. Fixation and saccade parameters also showed significant differences between the two modes, possibly due to the different interaction modes employed in the 360 mode. Further research is required to examine the effects of different content and interactive modes of VR on visual fatigue, as well as to develop more objective measures for assessing it.
The Effect of Ambient Illumination and Text Color on Visual Fatigue under Negative Polarity
This study investigates the effects of ambient illumination and negatively polarized text color on visual fatigue, exploring the issue of visual fatigue when using visual display terminals in low-illumination environments. The research methodology utilizes an experimental design to collect data on changes in pupil accommodation and blink rate through an eye tracker. Participants completed a reading task while exposed to various text colors and ambient light conditions to evaluate visual fatigue and cognitive performance. The study’s findings suggest that text color significantly affects visual fatigue, with red text causing the highest level of visual fatigue and yellow text causing the lowest level of visual fatigue. Improvements in ambient lighting reduce visual fatigue, but the degree of improvement varies depending on the text color. Additionally, cognitive performance is better when using yellow and white text but worse when using red text. Yellow text is the most effective choice for reducing visual fatigue under negative polarity. Increasing ambient lighting can also improve visual fatigue in low-illumination conditions. These findings will offer valuable guidance for designing visual terminal device interfaces, especially for low-illumination or night environments, to minimize visual fatigue and improve user experience.
STUDY OF VISUAL FATIGUE DUE TO EXTENDED GADGET USE DURING THE COVID-19 PANDEMIC
Introduction Since the COVID-19 pandemic in Indonesia, many activities have been carried out online from home. This change in activity causes the frequency of gadget use to increase. Looking constantly at gadgets such as laptops, desktops, and mobile phones can risk visual problems or visual fatigue. Aims: this research is to describe visual fatigue and the factors that affect students due to the increasing use of gadgets. Methods This study is a quantitative study with a cross-sectional approach—collected data from April to June 2021. The sample in this study was 200 people. The variables are visual fatigue, viewing distance, eye breaks, and refractive error. Data were collected using a questionnaire distributed to respondents using google Forms. Data were analyzed by univariate and bivariate with 95% CI (α = 0.05). Result The analysis showed that 87% of students experienced visual fatigue, 76% used gadgets at an unsafe distance, 92% did not rest their eyes, 39.5% had refractive errors. Statistical test results between visual fatigue with viewing distance (p-value = 0.53), eye breaks (p-value = 0.04) and refractive error (p-value = 0.44). There is a relationship between eye breaks and visual fatigue. Based on the results of this study, take eye breaks by applying 20-20-20, namely resting the eyes every 20 minutes by turning the eyes to see objects as far as 20 feet for 20 seconds when using gadgets to reduce the risk of visual fatigue.
Visualisation ergonomics and robotic surgery
Stereopsis may be an advantage of robotic surgery. Perceived robotic ergonomic advantages in visualisation include better exposure, three-dimensional vision, surgeon camera control, and line of sight screen location. Other ergonomic factors relating to visualisation include stereo-acuity, vergence–accommodation mismatch, visual–perception mismatch, visual–vestibular mismatch, visuospatial ability, visual fatigue, and visual feedback to compensate for lack of haptic feedback. Visual fatigue symptoms may be related to dry eye or accommodative/binocular vision stress. Digital eye strain can be measured by questionnaires and objective tests. Management options include treatment of dry eye, correction of refractive error, and management of accommodation and vergence anomalies. Experienced robotic surgeons can use visual cues like tissue deformation and surgical tool information as surrogates for haptic feedback.