Tuesday 23 April 2024
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With virtual reality glasses, you can feel as if you are present during a game or a movie. You can use them to detach yourself from the world around you and take a 3D journey. They are pretty lightweight, and their average weight is 300 grams. They have elastic straps to soften the strain on your head and neck, but prolonged wear hurts your neck muscles, puts pressure on the bridge of your nose, and strains your eyes. The body is made of plastic or cardboard, and the inside is fabric or rubber. Have a screen for one or two eyes (in this case, a partition between them). For image mobility, a gyroscope or other motion sensors record the movements of the user function.

The first 30 minutes are not felt for a person, although they already impact the body, and the first signs of fatigue appear after an hour of use. It is a game for children and adults, which sends a person into another reality. Doctors note the fact of addiction, especially teenagers, to such hobbies. They are dangerous for the unformed psyche; a person can get very carried away lose a sense of time, from which the body suffers, depleted, and deteriorates vision.

Effects on vision, myth, or reality?

Most experts believe that the helmet is no more dangerous to the eyes than a medium-diagonal computer monitor.

The other half is sure that the glasses put more strain on the vision, resulting in deterioration. And there is evidence for this fact. Prolonged and frequent sitting in a virtual helmet and on the computer over time leads to deterioration of visual acuity.

Prolonged exposure to the virtual world can also lead to abnormal refraction. In this case, there are eye disorders in which the image is focused in front of the retina instead of on it.

Scientists and doctors do not recommend glasses for children under 13.

But many manufacturers state that such devices do not impair vision in any way but only help improve it. In addition, special programs have been developed to train the eye muscles of people who suffer from strabismus and amblyopia. 

In the United States, VR glasses are approved for use to treat vision problems in children

The virtual reality glasses treatment will be available in the second half of this year. The U.S. Food and Drug Administration has approved the first-ever use of VR glasses to treat amblyopia in children ("lazy eye"), a visual disorder caused by the dysfunctional visual analyzer.

This was reported by the press service of the treatment developer firm Luminopia.

Amblyopia, or "lazy eye," is a pathology in which one eye essentially does not participate in the vision process. In this case, patients' visual acuity decreases. In most cases, amblyopia develops in childhood, but in some cases, the disorder can also manifest in adulthood.

This disorder occurs in 3% of children and adults in 1-5% of cases. In such patients, the brain "gives preference" in favor of one eye, due to which the second ("lazy") eye sees worse. With drops or patches, amblyopia can be cured by blocking the "stronger" vision.

Luminaria One is based on a similar principle. Patients are shown their favorite movies or other subjects in virtual reality glasses in their virtual reality glasses. The "stronger" eye does not receive as contrasting a picture, which causes the brain to activate both eyes.

In late 2021, data from an experimental phase III clinical trial involving 105 children were published. Sixty-two percent of those tested had improved visual acuity 12 weeks after starting Luminopia One, compared with half as many children in a control group.

Luminaria believes their treatment method will demand because it is highly engaging. 88% of the subjects used VR glasses regularly, while a smaller half of amblyopia patients regularly use patches or special drops.

The company plans to begin commercial sales of Luminopia One in the second half of 2022. An ophthalmologist should prescribe VR glasses to be worn for three months for one hour every day, six times a week.

Luminaria One is one of the few digitally based therapies approved for use. In 2020, the U.S. supported the first video game designed to treat activity and attention deficit disorder.


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