Effects of screen size and visual presentation on visual fatigue based on regional brain wave activity

  • PDF / 962,056 Bytes
  • 21 Pages / 439.37 x 666.142 pts Page_size
  • 19 Downloads / 185 Views

DOWNLOAD

REPORT


Effects of screen size and visual presentation on visual fatigue based on regional brain wave activity Chun‑Chia Lee1 · Hsiu‑Sen Chiang2   · Meng‑Hsing Hsiao2 Accepted: 14 October 2020 © Springer Science+Business Media, LLC, part of Springer Nature 2020

Abstract Advances in information technologies have resulted in people spending increasing amounts of time staring at electronic screens. Long-term use of computers, mobile phones, and tablets can cause eye soreness and fatigue, but can also cause more serious conditions including myopia, cataracts, and glaucoma. This study assesses changes in brain wave activity detected by eight electrodes targeting different brain regions to identify and assess the brain wave patterns in the regions associated with visual fatigue under various visual presentation methods. Furthermore, linear discriminant analysis and Min–Max scaling techniques are applied to develop a visual fatigue assessment model to quantify visual fatigue. Finally, experiments are run to assess the impact of screen size (smartphone, tablet, computer) and visual presentation mode (2D, 3D, AR, VR) on visual fatigue. This study finds that (1) the brain wave features which influence the reaction to 2D and 3D imaging are the delta and theta waves at the prefrontal Fp1 and Fp2 poles. When viewing AR images, the alpha bands at the O1 and O2 poles of the occipital lobe show a relatively clear impact, while the delta and theta waves at the C3 pole in the left center area are associated with VR images; (2) larger screens cause greater visual fatigue, indicating that excessive visual stimulation will increase visual loading and thus produce greater visual fatigue; (3) the results show that VR can cause quite severe visual fatigue, along with motion sickness passed on sensory mismatch. Therefore, it is recommended to avoid viewing experiences that are inconsistent with the brain’s physiological experience, such as walking while viewing a mobile phone, or reading in a moving car. The proposed visual fatigue assessment model provides easy and objective quantification of visual fatigue indicators, contributing to the reduction of risk for eye injury and disease. Keywords  Visual fatigue · EEG · Linear discriminant analysis · Visual presentation · Three dimensional (3D) · Virtual reality

* Hsiu‑Sen Chiang [email protected] Extended author information available on the last page of the article

13

Vol.:(0123456789)



C.-C. Lee et al.

1 Introduction Given the high prevalence of Internet applications and mobile devices, people are surrounded by screens of different sizes, and computers and smartphones are integral to both work and leisure life. Looking at digital screens for extended periods can cause eyes to feel sore and tired, but can also result in dizziness, headache, and nausea, and can also contribute to eye diseases including myopia, cataracts, and glaucoma. In recent years, digital imaging technologies have advanced far beyond simple 2D renderings, with three-dimensional (3D) display technologies, 3D movies, and