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Motion Estimation and Motion Compensation on Reducing Visual Fatigue

Sun Yat-sen University logo

Sun Yat-sen University

Status

Completed

Conditions

Motion Estimation and Motion Compensation

Treatments

Device: the Motion Estimation and Motion Compensation

Study type

Interventional

Funder types

Other

Identifiers

NCT07038759
2019KYPJ101

Details and patient eligibility

About

Visual fatigue, a hallmark of CVS, is particularly prevalent among mobile gamers who engage in prolonged gaming sessions. The dynamic visual stimuli in modern games-characterized by rapid movements, high refresh rates, and intricate details-place substantial strain on the oculomotor system, leading to symptoms like eye discomfort, reduced concentration, and even cognitive fatigue. Studies have shown that gaming on smartphones can exacerbate visual fatigue. These effects are often compounded by suboptimal viewing conditions, such as improper lighting or prolonged near-work distances, which are common during mobile gaming. Given the growing popularity of mobile gaming, there is an urgent need to address visual fatigue in this context to enhance user comfort and prevent long-term ocular health issues.

The investigators hypothesize that MEMC-enabled devices may reduce the physiological and cognitive burden of visual fatigue by improving motion clarity and minimizing oculomotor strain. To test this, the investigators comparing MEMC-enabled and standard gaming experiences, this study provides insights into differences in visual health indicators, cognitive load, and physiological responses. These findings aim to inform the development of display technologies and usage guidelines that promote healthier interactions with smartphones, particularly for reducing visual fatigue and prolonged gaming scenarios.

Enrollment

40 patients

Sex

All

Ages

25 to 36 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • volunteers aged from 25 years to 36 years who were familiar with smartphone use and proficient in playing the King of Glory game

Exclusion criteria

  • comprised individuals who used eyedrops or other treatments within the previous week, had ocular diseases beyond dry eye, wore contact lenses within the past month, underwent eye surgery within six months, or were pregnant, breastfeeding, or had severe systemic diseases, psychosis, or dementia.

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Triple Blind

40 participants in 2 patient groups

MEMC group
Experimental group
Description:
Each subject participated in 30-minute gaming sessions on mobile terminals with MEMC enabled, using identical smartphones from the same manufacturer. Settings were standardized: screen brightness was set to 50% of maximum, the same gaming app was used, and the eye-to-screen distance was fixed at 50 cm. The mobile terminals automatically recorded task performance metrics, including actions per minute (APM) and average response time.
Treatment:
Device: the Motion Estimation and Motion Compensation
normal group
No Intervention group
Description:
Each subject participated in 30-minute gaming sessions on mobile terminals without MEMC enabled, using identical smartphones from the same manufacturer. Settings were standardized: screen brightness was set to 50% of maximum, the same gaming app was used, and the eye-to-screen distance was fixed at 50 cm. The mobile terminals automatically recorded task performance metrics, including actions per minute (APM) and average response time.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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