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The Change of Near Point of Convergence and Fusional Reserves after Computer Gaming with Different Direction of Eye Movement

안구의 운동방향이 다른 컴퓨터 게임 후 폭주근점과 융합여력의 변화

  • Kim, Se Il (Dept. of Optometry, Seoul National University of Science and Technology) ;
  • Kwon, Ki-Il (Dept. of Optometry, Seoul National University of Science and Technology) ;
  • Lee, Jiye (Dept. of Optometry, Seoul National University of Science and Technology) ;
  • Lee, Hyo Jin (Dept. of Optometry, Seoul National University of Science and Technology) ;
  • Park, Mijung (Dept. of Optometry, Seoul National University of Science and Technology) ;
  • Kim, So Ra (Dept. of Optometry, Seoul National University of Science and Technology)
  • 김세일 (서울과학기술대학교 안경광학과) ;
  • 권기일 (서울과학기술대학교 안경광학과) ;
  • 이지예 (서울과학기술대학교 안경광학과) ;
  • 이효진 (서울과학기술대학교 안경광학과) ;
  • 박미정 (서울과학기술대학교 안경광학과) ;
  • 김소라 (서울과학기술대학교 안경광학과)
  • Received : 2013.02.01
  • Accepted : 2013.03.16
  • Published : 2013.03.31

Abstract

Purpose: The present study was conducted to investigate whether the directions of eye movement in playing computer games for certain period affected the change of near point of convergence (NPC) and fusional reserve (FR) or not. Methods: Total 40 subjects in 20s who have the visual acuity of 1.0 or higher without any ocular disease and accommodative dysfunction were asked to successively play computer games. After the subjects were moving eyes in horizontal and vertical directions for 40 and 90 minutes, their horizontal fusional reserves, vertical fusional vergence and near point of convergence were measured. Results: The near point of convergence showed a tendency to be receded after computer gaming in the horizontal and vertical directions, and both of horizontal and vertical fusional reserves were significantly reduced. The range of declined fusional reserves and receded near point of convergence after computer gaming for 90 minutes was smaller than those after computer gaming for 40 minutes. The change of binocular vision was affected by the horizontal eye movement rather than the vertical movement when analyzed by the direction of eye movement. Conclusions: This study revealed that the change in FR and NPC was different along with dominant direction of eye movement during visual display terminal (VDT) tasks. Therefore, the adjustment of VDT working time is required to prevent the dysfunction of binocular vision according to the dominant direction of eye movement during VDT task.

목적: 본 연구에서는 안구의 운동방향이 다른 컴퓨터 게임을 일정시간 동안 수행하였을 때 폭주근점 및 융합여력의 변화에 미치는 영향을 알아보고자 하였다. 방법: 안질환, 안과적 수술 및 조절기능의 이상이 없고 교정시력이 1.0 이상인 20대 40명을 대상으로 40분, 90분 동안 안구를 수평방향 및 수직방향으로 움직여야 하는 게임을 각각 실시하게 한 후 수평 및 수직 융합여력 및 폭주근점 값을 측정하였다. 결과: 수평 및 수직방향의 컴퓨터 게임 후 폭주 근점은 게임 전의 검사 값과 비교하여 멀어지는 경향을 보였으며, 수평 및 수직 융합여력은 모두 유의성 있게 감소하였다. 그러나 90분 동안 연속적으로 컴퓨터 게임을 하였을 때에는 융합여력 및 폭주근점의 감소폭이 40분 동안 작업을 수행하였을 경우보다 작았다. 안구의 주 운동방향에 따른 양안시 기능의 변화는 수직방향으로 고정된 운동보다 수평방향에서의 운동에 의해 더 크게 영향을 받는 것으로 나타났다. 결론: 본 연구에서는 video display terminal(VDT) 작업시 안구의 주 운동방향에 따라 융합여력 및 폭주근점의 변화가 다르게 나타남을 밝혔다. 따라서 지속된 VDT 작업에 따른 양안시 기능의 저하를 방지하기 위하여서는 주로 사용하게 되는 외안근에 따라 작업시간의 조정이 다르게 요구됨을 알 수 있었다.

Keywords

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