VR gadgets are harmful to health. Impact of virtual reality helmets on vision

Virtual reality glasses create a sense of presence while playing a game or watching a movie. They allow you to abstract yourself from the world around you and go on a 3D journey. Many people ask whether virtual reality glasses are harmful to vision. This question is very relevant for parents. Let's look at how this gadget affects eye health.

This device is very popular among children and adults. With the help of such glasses, a person can become a full-fledged participant in the events taking place in virtual reality: feel like a character in a game, film or video. Modern models devices create not only a visual, but also an acoustic (sound) effect of presence, which allows you to abstract from the surrounding reality and plunge into fascinating world adventures. The device has a fairly simple, but at the same time carefully designed design. Its body is often made of plastic or cardboard. Inside, the device is equipped with aspherical lenses, behind which there is one or two screens. To ensure that each eye can perceive the image from the correct angle, the glasses are equipped with a special partition. In addition, the gadget is equipped with a gyroscope - a special sensor that tracks the movement of a person’s head and rearranges the picture so that it does not move. This creates the illusion of presence and allows you to find yourself in the depths of the virtual world. With this device you can watch videos and movies, as well as play games and view 3D photos with complete immersion. Therefore, it is not surprising that the device is so popular among fans modern technologies. At the same time, there are disputes that virtual reality glasses damage vision. Let's look at what types of these devices there are and what impact they have on eye health.

What types of virtual reality glasses are there?

There is currently a wide selection of virtual reality glasses available. The operating principle of all devices remains similar: the eyes perceive different images due to the presence of a partition and aspherical lenses, which are subsequently combined by the brain into a single 3D image. This happens unnoticed by a person, so a full-fledged effect of presence is created. VR glasses designed to work with a smartphone are very popular. They do not have their own screen, so the quality of the resulting image directly depends on the quality of the phone's display. At the same time, these devices have a significant advantage: they are portable and allow you to enjoy a 3D journey anywhere. Teenagers often use them while playing games and watching videos on their smartphones. Virtual reality glasses designed to work with a personal computer are also very common. To connect them, preliminary installation of a special software(drivers). Such devices are not portable. They are designed for watching 3D movies next to your PC. The most modern option is considered to be stand-alone glasses, equipped with their own processor, RAM and flash memory, as well as a battery and a display. This gadget is presented in the form of a helmet, which is put on the head and works autonomously (without a smartphone and PC). There are also 3D glasses for set-top boxes (consoles). They are not portable as they are connected to the set-top box using a USB cable.

Types of virtual reality glasses:

    VR models for working with a smartphone (portable);

    Devices designed to work with a PC (not portable);

    Standalone devices, presented in the form of helmets (do not require connecting a smartphone, computer or console);

    Glasses for the console (connected using a USB cable).

Are virtual reality glasses harmful to vision?

According to manufacturers, these gadgets are safe for human eye health, provided that the operating rules are followed. Ophthalmologists agree with this and claim that occasional use of virtual reality glasses does not have any effect on negative influence on the human visual organs. At the same time, the duration of 3D travel should be no more than 30 minutes per day. Many people wonder whether such glasses contribute to the development of myopia in children and adults, because the picture is quite close to the eyes. Ophthalmologists claim that the appearance of refractive error in a person with a healthy visual system is possible only with prolonged and systematic immersion in virtual space. This significantly increases the risk of myopia.

Many people are interested in whether virtual reality glasses spoil the vision of people with various refractive errors. Astigmatism is a contraindication to the use of these devices. This is due to the fact that this disease is accompanied by curvature of the spherical shape of the lens or cornea, which does not allow the full formation of a 3D image. As a result, visual aberrations occur, which contribute to dizziness, blurred vision, headaches, etc. Patients with near and farsightedness can use these glasses without restrictions, but it is recommended to first consult with an ophthalmologist.

It is impossible to say for sure whether virtual reality glasses damage vision or not, since the visual system of each person reacts differently to the perception of a 3D image. Most experts claim that the device is completely safe, but there is an alternative opinion. Scientists from the large British ophthalmological company Focus say that such glasses contribute to the appearance of dry keratitis and lead to rapid eye fatigue. It should be remembered that these symptoms are also observed when standing in front of a TV or monitor, and the gadget in question is the same monitor, and therefore it affects vision in the same way as a smartphone or computer. To prevent dry eyes during high visual loads, it is recommended to use special moisturizing drops.

Are virtual reality glasses harmful? What you need to know about this gadget:

    The device does not have a negative effect on the organs of vision if used irregularly;

    The gadget does not provoke the development of refractive errors in people with a healthy visual system when worn for up to 30 minutes a day;

    A contraindication to immersion in virtual reality is astigmatism;

    People with myopia and farsightedness should consult an ophthalmologist before using the gadget.

At what age can you use virtual reality glasses?

Glass manufacturers set age limits to 12 years. The use of such a gadget by a child is more younger age may lead to the development of visual pathologies (mainly myopia), as well as other negative consequences: disruption of the vestibular apparatus and all kinds of mental disorders (overexcitation, stress). This is due to the fact that nervous system the child cannot quickly adapt to a large amount of virtual content. After wearing glasses small child Symptoms such as disorientation in space, dizziness, nausea and others may occur discomfort. Therefore, it is recommended that children under 12 years old not purchase a device. It should also be taken into account that autonomous helmets create a feeling of complete immersion in virtual world thanks to visual and acoustic effects. Because of this, a person may partially lose his perception of reality, fall or hit an object. To prevent these unpleasant phenomena, children over 12 years of age and adolescents are recommended to use helmets only in the presence of adults.

How effective are virtual “gymnastics” for the eyes?

Some manufacturers claim that such devices do not spoil, but only help improve vision. For this purpose, special applications have been developed that allow people suffering from strabismus and amblyopia to train the eye muscles. In the near future, it is planned to release software for “treating” myopia and farsightedness using special exercises in VR glasses. Currently, ophthalmologists find it difficult to answer how effective such “gymnastics” are for the eyes. Research in this direction continues.

One of the most popular ways to improve vision for various refractive errors is contact lenses. You can find a large range of these products on the website. We offer high-quality products from world brands: Air Optix, Acuvue, Biofinity, Dailies, etc. Orders are delivered as quickly as possible to all cities of Russia!

What is virtual reality?

Virtual reality is a virtual world created with the help of hardware and software, transmitted to a person through hearing, as well as vision and, in some cases, touch and smell.

Let's talk in more detail about the most advanced virtual reality system today - the system HTC VIVE.

HTC VIVE system is a helmet game controllers and motion sensors. All this is connected to the computer. Thanks to motion sensors and cameras built into the helmet and game controllers, all the player’s movements are clearly read. This allows you to experience the effect of complete immersion in virtual reality, feeling like you are in the very center of the game, interacting with the virtual environment and moving safely in the gaming area. Speaking in simple language, the user turns his head - the character also turns his head, the person walks in his room - the player moves in interactive reality.

How harmful and dangerous is virtual reality?

Of course, first of all, parents “sound the alarm” by speaking out against computer games in general, and even more so against virtual reality games. Perhaps, in some individual cases, they are right in protecting their child from this kind of entertainment; let’s talk about this in more detail. Virtual reality has a number of contraindications:

A person suffers from epileptic seizures;

The person is susceptible to seizures;

The person is very tired or sick (in this case the body is weakened);

The person is under the influence of alcohol or drugs.

In other cases, virtual reality poses absolutely no danger or harm to the player.

Of course, when choosing a game, it is important to take into account age restrictions (these restrictions are set by the game developer), and also, moderation is needed in everything. For example, if a player is 12 years old and plays 18+ games for days, then you can argue about the benefits or harm gameplay. Even the most useful “products”, consumed without measure, slowly destroy our body.

The benefits of virtual reality

Virtual reality has many advantages:

The opportunity to fully immerse yourself in an interactive dimension;

Interaction with games on a new, immersive level.

The opportunity to visit the most beautiful and inaccessible corners of the world without leaving your room. You can sink to the bottom of the ocean, which amazes with its grandeur and immense beauty. Or go on a trip to Ancient Egypt. Fans of action can fight for a new space planet or plunge into the world of post-apocalypse and, trying to survive, destroy all the zombies.

Receiving new bright, unforgettable and genuine emotions. The events taking place are so realistic that virtual reality can be confused with the real one. Therefore, the emotions and feelings that you will experience will be so strong, and most importantly, genuine and causing a sea of ​​\u200b\u200bdelight, admiration and positivity that you will remember them for a long time.

Prevention of stress;

Opportunity for everyone to switch to new level entertainment;

This is a tool that can make the learning process even more interesting;

Good leisure time. After a hard day at school or work, you can immerse yourself in fantasy world, forgetting about all the problems without leaving home.

Development of non-standard thinking, quick reaction, ability to analyze, quickly make decisions and choices. The “gamer” will have to do all this in order to “survive” in the game.

In conclusion, we note once again, if we take into account medical contraindications, observe moderation in games and choose games according to age, virtual reality will bring you only benefits, a lot of positive emotions and new bright and unforgettable emotions.

Do you still doubt whether your acquaintance with virtual reality will take place? Try it, immerse yourself in it for at least a minute and you will want more and more!

Virtual reality glasses are a device that allows you not only to view a picture or video, but also to get into environment by obtaining a 3D image. In addition to the visual effect, the glasses also create an acoustic effect of presence in space.

The device is a box, most often made of plastic, equipped with lenses and a screen with a partition. Using a partition, the image is transmitted separately to each eye. The glasses are equipped with a special gyroscope sensor to track head movements, as a result a person feels “being” in virtual reality.

With their help, you can watch movies and videos, play fully immersive games, take virtual trips, and view 3D photos.

Types and their features

There is a wide range of virtual reality devices, based on their type they are divided into:

  • Virtual reality glasses for smartphones. Using VR glasses is only possible if you have a smartphone. The nature of the image is determined by the quality of the smartphone screen. They do not need a powerful PC. They are portable, allowing you to play, watch movies, photos anywhere. They give you the opportunity to play full-fledged mobile games.
  • Virtual reality glasses for PC. To use them, you must install special programs and applications. They only work in conjunction with a computer, allowing you to view 3D movies next to your PC. Such devices are not portable. Play modern games for such devices it is possible, but only if you have a powerful PC. When using regular games that are not designed for VR glasses, the 3D image will be of poor quality.
  • Autonomous virtual reality glasses. These helmets do not require a smartphone or PC. They have a powerful processor, RAM, battery, flash memory. This device can be used anywhere.
  • Virtual reality glasses for set-top boxes (consoles). Used in conjunction with its attachment. You cannot play regular games that are not designed for VR glasses. Connecting regular games via USB cable to PC will result in poor 3D image quality. Watching movies is only possible next to the console because the glasses are not portable.

When immersed in the virtual world, the user may lose a sense of reality. As a result, a person, and especially a child, may fall or hit an object. Therefore, many manufacturers of VR devices indicate age restrictions of 12 years and above. The use of a helmet by children is undesirable due to their weak vestibular apparatus.

Virtual reality devices are considered safe for vision when used for a short period of time. Using virtual reality devices intermittently does not have a negative impact on the visual organs. In this case, the recommended time, according to the developers, is no more than half an hour.

Users with various eye diseases should first consult a specialist about their use. People who have undergone laser vision correction also need to consult a specialist to prevent unwanted consequences. For serious diseases of the visual organs, such as astigmatism, the use of virtual reality helmets is not recommended.

You cannot put on VR glasses if there is no smartphone inside, and look through them at a bright light source. This may negatively affect your vision.

Operating principle

A helmet or virtual reality glasses fit well on your head, allowing you to get involved in a game or video in a couple of minutes. Virtual reality devices are a plastic or cardboard case equipped with lenses. In some models, the inner part in contact with the face is made of fabric or rubber. Behind the aspherical lenses there is one or two screens. In models for smartphones, an opening curtain is installed on the front panel, which right moment Effortlessly opens the smartphone camera. In the middle of the body there is a partition that does not allow one eye to view the image prepared for the other eye. Each eye receives its own image and sees it from its own perspective.

The result is a 3D image. To ensure that the 3D image does not remain motionless, a gyroscope is used. It tracks the position of the head and provides the opportunity to fully look around the depths of the virtual world. New models are also equipped with other sensors that track the user’s position in space and transmit data via USB to a PC. Using the button, the user can select menu options or perform other actions.

At what age can a child be allowed to use virtual reality glasses and helmets?

Major manufacturers of VR glasses set a limit for children, limiting their age to 12 years. The use of helmets by children is only possible under adult supervision. The visual system of children is formed before this age, and the use of such technologies can be dangerous. Some users of VR glasses may experience blurred vision, dizziness, disorientation, nausea and other annoying sensations while viewing virtual reality content.

Using virtual reality devices for a long time can lead to severe eye strain and the occurrence of various neurological diseases.

If, after using virtual reality devices, a child experiences eye fatigue or headaches, it is necessary to contact a specialist for a vision test. Eye microsurgery specialists do not recommend using VR glasses for children under 6 years of age. For them, they are dangerous and can lead to the development of pathologies of the organs of vision, as well as mental disorders.

Prolonged immersion in virtual space can lead to abnormal refraction of vision. At the same time, there is a risk of developing diseases of the organs of vision, in which the image is formed in front of the retina, and not on it. Children over 16 years old are allowed to wear VR glasses for no more than half an hour. Parents should supervise their children's use of VR devices to avoid negative consequences.

On March 28, the era of virtual reality officially began. The first new generation Oculus Rift helmet has gone on sale.

The possibility of maximum immersion into a fictitious three-dimensional world has long attracted bigwigs from the entertainment sector and IT, but so far no one has been able to make a mass-produced virtual reality device. Thanks to the Oculus Rift headset, March 28 may be the date when such a device appeared.

However, no matter how new it is or its competitors in the form of HTC Vive, Samsung Gear VR and Sony PlayStation Whether VR succeeds or fails, the fact is clear: these headsets can create the illusion of being in a virtual world like no other device has ever done before. Of course, we do not take into consideration specialized virtual reality complexes in the service of military and special civilian services.

All these years, virtual reality was outside the mass market, and participants in laboratory experiments were, by default, observed by many specialists, if only because of the enormous cost of the equipment. Entering the mass market of VR devices ( common abbreviation forVirtual Reality - literally "virtual reality") poses questions to society that manufacturers of these devices are in no hurry to answer: how safe it is, what are the rules of use, and whether the majority of consumers can really use virtual reality helmets without harm to their health.

This “frivolity” can be explained by two main reasons. The main and main prosaic thing is the pursuit of commercial gain, because the sooner the product is released, the more money the manufacturer will earn and the greater the market share he will be able to win. It would seem that regulatory authorities should limit the appetite for profit, but here the manufacturers of VR helmets have prepared a saving excuse: formally, virtual reality helmets have been produced for decades and have not caused any significant problems for users.

New or well forgotten old?

Here, however, two circumstances need to be clarified. Without exception, all helmets of previous generations failed in the mass market and were distributed in a maximum circulation of several thousand, which means that there can be no talk of any mass experience of use. And secondly: they could not boast of such an impact on humans as the new generation of devices.

By by and large, previous attempts to transfer the player into virtual space boiled down to the fact that the static monitor screen was reduced and turned into a low-quality helmet screen in front of the player’s eyes, sometimes with some stereoscopy (volume vision) effect. Fundamental difference The new generation of devices is that they quite accurately convey the movement of the head in virtual space, and some models even recognize the movement of the player in the room, including his hands, and correlate it with the game character.

This seemingly small detail radically changes the user’s perception: the brain quickly begins to associate itself with the virtual body (protagonist), and this association is fundamentally more complete than when reading a picture from a monitor or TV. But this also leads to a number of potential problems and threats, from dizziness and nausea, which almost all owners of new products experience, to possible mental disorders after long-term use in games associated, for example, with violence. In order to determine possible harm and the benefits of virtual reality headsets, we talked to experts in the field of psychology and psychotherapy, and also conducted several experiments.

Can a new generation virtual reality helmet harm the psyche?

Olga Dobrushina, neurologist, general manager International Institute of Psychosomatic Health:

- Can a computer game, film or book harm the psyche? There are many factors here - it all depends on the type of personality, on how much a person is immersed in the virtual environment. A virtual reality helmet probably does provide a greater immersion effect compared to a computer, however this question still needs scientific evidence. Among the side effects of VR helmets, which are indicated by the manufacturers themselves, are dizziness and nausea, and in very rare cases (1 in 4000) - convulsions and epileptic seizures.

However, we can already state that people with disabilities should use the helmet with caution. psychological disorders, such as perception disorders, problems in mental development, etc. Those who are depressed or have an anxiety disorder should also avoid wearing a helmet.

We were able to draw such conclusions thanks to great experience work with these devices: our institution has been cooperating for several years with the Faculty of Psychology of Moscow State University, where research is being conducted on virtual reality and its impact on humans.

The neurologist especially noted that, as in the case of computer games, it is necessary to clearly distinguish real life and virtual life: do not run away into a beautiful virtual world from solving problems. And the main risk group here are children and adolescents, as well as people with a tendency to addictive behavior. However, to confirm the thesis that a helmet is more harmful than some more familiar means of computer leisure, there are not enough statistics on its use and specialized research.

Sergey Martynov, psychotherapist, general director of the center psychological assistance"Prosvet" :

My advice to anyone who has doubts before using a VR headset is not to be lazy and consult with a psychotherapist familiar with negative impact VR Despite the fact that the technology is really new and there is no medical practice yet, a psychotherapist will probably be able to point you to possible complications or negative effects that may occur specifically for you.

The universal warnings are as follows: pregnant women, elderly people and people suffering from cardiovascular diseases, epilepsy and other serious conditions should refrain from virtual reality. mental illness, as well as visual impairment. Children under 13 years of age should not play with helmets, or use them under adult supervision. Playing for long periods of time is not a good idea for anyone, regardless of gender or age, as it can negatively impact hand-eye coordination, balance and the ability to multitask.

The International Institute of Psychosomatic Health was one of the first in Russia to begin treating certain mental disorders by immersing the patient in virtual reality. We did not fail to take advantage of the experience of the institute’s specialists and carried out several experiments. The first of them was devoted to a therapy session with the participation of a patient suffering from arachnophobia (pathological fear of spiders).

As it turned out, in addition to various phobias, VR helmets are used to treat anxiety disorders, depression, post-traumatic stress disorders, as well as to diagnose and train cognitive functions (memory, attention, spatial thinking, etc.). Particularly effective is the treatment of aerophobia, a common disorder in which a person is afraid of using airplanes.

In the most severe cases, panic attacks occur even at the sight of some parts of the interior of the aircraft cabin. Thanks to virtual reality technology, the patient is first shown toy models of airplanes, then more and more similar to real airplanes, the person is invited to go inside the airplane, take off, and the time of the virtual flight is gradually increased. In combination with psychotherapy, you can get very good and quick results.

However, here lies one of the biggest dangers - according to official statistics alone, there are now more than 10 million patients in the world suffering from various phobias. If we consider that a large proportion of people do not recognize their mental disorder, the actual number may increase several times. And since modern virtual reality helmets immerse you in a situation so well that they can be a medicine, it means that their uncontrolled use can cause comparable harm.

A person who has, say, a hidden fear open spaces(agoraphobia) suddenly finds himself in a game situation in the middle of a huge field and goes into a state of panic. Such stressful situation depending on the strength of the impact, it can provoke side effects- from short-term disturbances of perception and poor health to a heart attack.

Alas, the “bright” side is best studied new technology- that is, its use in psychotherapy. All experts agree that there are neither sufficient statistics nor clinical studies to introduce any regulatory rules. However, we can give recommendations that could protect you and your loved ones.

First of all, you should be honest with yourself, if you know about any problems, even if you yourself do not consider them serious, carefully study the multimedia product (game, movie) that you will watch in the helmet. Prepare a place for the game: remove sharp and fragile objects, most users, under the influence of the picture, begin to move, as in the game, and even dodge blows. If the game may contain scenes that would seem unpleasant to you, ask another person to stay with you, it is not at all necessary to tell him about the reason - he is unlikely to refuse to get acquainted with a technical novelty.

All games entering the market undergo mandatory certification indicating age and listing scenes, be it violence, drug use, obscene language, etc. Obviously, if virtual reality technology really becomes widespread, additional certification will be required indicating potentially traumatic scenes when using VR headsets. But until this happens, taking care of your health is entirely in your hands.

Like any new technology, VR headsets take time. Who knows, perhaps in the near future in our city clinics, therapy sessions using virtual reality will become as commonplace as, for example, physiotherapy, and content for home entertainment will be guaranteed to be safe.

While fans and opponents of VR argue about whether virtual reality glasses are harmful to the eyes, scientists are testing a mechanism for restoring vision using VR helmets.

James Blaha, owner of Vivid Vision, tested the possibilities of using virtual reality technology for vision correction. His example proves that VR is not just for entertainment.

The company has created an application for virtual reality helmets called Vivid Vision for Amblyopia. The program should help users fix . The application provides game exercises to train the eye muscles, tests to check the condition of the eyes and individual functions for the treatment of identified diseases.

What will a virtual reality system help combat?

Strabismus is often caused by weakness of the eye muscles. As a result, the pupil shifts away from its natural position, and the patient loses the ability to three-dimensional visual perception. With strabismus, it is difficult to determine the distance between objects, the eye becomes confused. The whole complex of symptoms is called “impaired binocular vision.”

With strabismus, the brain is not able to process visual signals normally - the eyes transmit too contradictory information. In an attempt to compensate for the discrepancies, the brain “turns off” the processing of signals from the diseased organ, amblyopia occurs.

Specialized projectors are used to treat “lazy eye” (amblyopia) and strabismus. When operating, the devices transmit two different images (individual to each eye), forcing weakened muscles to work. James Blaha, who suffered from the same problems, used similar devices for some time. According to some users, their eyes hurt from virtual reality glasses. Discomfort arises from overstrain of the eye muscles. This conditional can also be put to good use.

After entering the market with a set of developer tools, Blaha decided to improve the medical technology using a new product. The result of his work was the Vivid Vision for Amblyopia program. As with projectors, two images are shown to the user. In this case, the brain forces the weakened eye to work on transmitting the image in volume. Having become accustomed to transmitting signals normally in a VR device, the eye continues to function fully in reality.

Blaha used his own development for two years. According to the entrepreneur, before starting training with the application, visual acuity in his damaged eye was 20/70, and the ability for three-dimensional perception was almost lost. A year later, the indicator improved to 20/40, and James could already see the volume in the helmet. Two years after the start of training, visual acuity was 20/25, and the ability to see three-dimensionally remained in everyday life.

The program has not yet officially left the beta stage; the technology is being tested in specialized ophthalmological institutes in the United States.

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