Recently, a photo of Ge You’s in "I Love My Family" was screened in a circle of friends, and "Ge You Li" set off a popular craze for the whole people. The reporter found that this picture was taken from the 17th and 18th episodes of the 1993 sitcom "I Love My Family." However, some netizens draw a picture analysis. Ge You's body forms a triangle between the sofa seat and the sofa back. His back is suspended, and the shoulders and waist become the point of force. Long-term sitting posture, lumbar vertebrae pressure, and no supporting force, the overall sinking shortened, the body's central axis followed by the movement, easy to cause lumbar disc herniation, resulting in spinal deformity. The same is true of virtual reality. More and more users are starting to buy products to experience it. After bringing a immersive virtual experience, excessive use has made it a lot for human health. Hidden dangers. Let's follow the reporter to list the health smoke bombs for you.
Vision killer? VR damage to vision is no less than a mobile phone?
We know that to experience virtual reality, wearing a virtual helmet is essential. Nowadays, the helmets on the market can be said to be uneven. In fact, it is not easy to know which lens has the least damage to the glasses. However, it cannot be denied that the display screen is so close to the eyes when wearing VR, and the damage to the eyes for a long time is definitely there.
The current structure of virtual reality glasses is generally "lens + screen" imaging mode, the lens is 2-3cm in front of the eyes, the screen is 3-6cm away from the lens, and the virtual image is about 25cm-50cm in front of the eyes. Suppose you are currently experiencing one of the games with a helmet. Your line of sight will continue to focus on 25cm-50cm, you can't move, and all the fields of view are electronic displays. After a long time, your eye muscles will be extremely tired. Usually we stare at the computer for a long time or the TV is a little longer, and the eyes are particularly dry and uncomfortable.
Under normal circumstances, wearing a helmet for more than half an hour, you will feel particularly tired, this fatigue not only includes the eyes, but also the entire head. The reason is that the brightness of one of its screens is too high. The second is the focal plane, the distance perceived by stereo vision. First of all, the focal plane of the helmet is at infinity. That is to say, when you see the screen through the lens, the lens is completely slack, and there is no essential difference between watching the sky and the sky. But because the eyes see different things, people will make up a 3D picture. If there is something close in this picture, it will cause a bug. The human eye will try to focus on this nearby thing, but in fact the picture is focused on the distance is the clearest. This sense of disobedience can cause fatigue to the eye because it does not know what focus it is.
Cervical vertebrae, lumbar pain? Is that your wrong posture using VR?
At present, various VR devices are mainly in the form of helmets. When using it, they are mainly concentrated in the neck and waist. If used too long, it will definitely affect the cervical and lumbar spine. Although there are virtual reality security manuals that advise players to take frequent breaks, you can also adjust the helmet comfort, such as tightening or loosening the buckle, plus a fixed focal length or even a squat distance, but it takes a long time to set. And now the helmet products are more cumbersome, and they are a burden on the head when used. Just like you are playing with a mobile phone for a long time or taking a posture with a chest hunchback, causing increased pressure on the joints of the spine, deformation of the physiological curvature, and increased muscle tension of the soft tissue around the spine. In the long run, it is easy to induce the chest curvature to deepen the cervical curvature and the straight facet joint disorder intervertebral disc. Symptoms such as swelling, causing intercostal nerve compression and local soft tissue inflammation, leading to a series of autonomic nervous disorders such as chest tightness, palpitations, heart failure, stomach pain and liver pain, some patients may also cause pathological hunchback due to chest deformation and soft tissue calcification adhesion. Similarly, long-term use of VR may also have the above-mentioned negative effects.
Under normal circumstances, the entire head of a person does not include the weight of the hair is about 5-6 kg, and whenever a person's head is tilted forward by 2.5 cm, the pressure on the cervical vertebra is doubled, that is, 5 kg multiplied. Take 2 equals 10 kg. When we wear a helmet, assuming that the head is leaning forward at a distance of 10 cm or more, the weight of the cervical vertebra is equivalent to the weight of a 75 kg adult man. Imagine what it feels like an adult man sitting on his neck. It is conceivable how much the danger of wearing a VR helmet for a long time.
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