DAMPAK PENGGUNAAN HEAD-MOUNTED DISPLAYS TERHADAP POSTUR DAN AKTIVITAS OTOT: SEBUAH TINJAUAN PUSTAKA
DOI:
https://doi.org/10.34151/prosidingsnast.v1i1.4911Keywords:
augmented reality, head-mounted displays, muscle activity, postures, virtual realityAbstract
The use of Head-Mounted Displays (HMDs) has rapidly expanded across various sectors, including entertainment, education, healthcare, and training. HMDs provide real-world simulations that enhance learning processes, surgical simulations, and doctor training, and are effective for industrial training. However, the use of these devices can negatively impact posture and muscle activity, posing a risk of increased muscle strain and injury to the musculoskeletal system. This study aims to evaluate the effects of HMD use on posture and muscle activity by analyzing articles published between January 2019 until September 2024. Through the PRISMA method, 15 final articles from Scopus database were analyzed, including aspects of HMDs, physical characteristics, experimental characteristics, and impact of use on posture and muscle activity. The results indicate that the use of non-ergonomically designed HMDs can increase muscle strain in the neck, back, and eyes, as well as affect body posture. Several factors influencing this impact include headset weight, visual effects, field of view, and user body movement. The analysis showed that lighter and ergonomically designed headsets can reduce the risk of musculoskeletal injuries and improve user comfort. Visual effects and field of view of HMDs also play a key role in reducing muscle strain, especially through visual feedback and postural interaction with an optimal field of view. Ergonomic adjustments, such as user body movement, can help alleviate discomfort and reduce injury risk. This study’s findings provide recommendations for developers to consider ergonomic factors in HMDs design in VR or AR to create safe and comfortable user experiences.
References
Asadzadeh, A., Salahzadeh, Z., Samad-Soltani, T., & Rezaei-Hachesu, P. (2024). An affordable and immersive virtual reality-based exercise therapy in forward head posture. PLoS ONE, 19(3 March). https://doi.org/10.1371/journal.pone.0297863
Astrologo, A. N., Nano, S., Klemm, E. M., Shefelbine, S. J., & Dennerlein, J. T. (2024). Determining the effects of AR/VR HMD design parameters (mass and inertia) on cervical spine joint torques. Applied Ergonomics, 116. https://doi.org/10.1016/j.apergo.2023.104183
Chaplin, E., Karatzios, C., & Benaim, C. (2023). Clinical Applications of Virtual Reality in Musculoskeletal Rehabilitation: A Scoping Review. In Healthcare (Switzerland) (Vol. 11, Issue 24). Multidisciplinary Digital Publishing Institute (MDPI). https://doi.org/10.3390/healthcare11243178
Choe, M., Park, J., & Kim, H. K. (2021). Effect of target size, location, and input method on interaction in immersive virtual reality. Applied Sciences (Switzerland), 11(21). https://doi.org/10.3390/app11219846
Iqbal, H., Latif, S., Yan, Y., Yu, C., & Shi, Y. (2021). Reducing Arm Fatigue in Virtual Reality by Introducing 3D-Spatial Offset. IEEE Access, 9, 64085–64104. https://doi.org/10.1109/ACCESS.2021.3075769
Ito, K., Tada, M., Ujike, H., & Hyodo, K. (2021). Effects of the weight and balance of head-mounted displays on physical load. Applied Sciences (Switzerland), 11(15). https://doi.org/10.3390/app11156802
Jeong, G. S., Kang, H. G., & Kim, S. Y. (2024). Dependence of Body Stability on Optical Conditions during VR Viewing. Electronics (Switzerland), 13(10). https://doi.org/10.3390/electronics13101812
Kačerová, I., Kubr, J., Hořejší, P., & Kleinová, J. (2022). Ergonomic Design of a Workplace Using Virtual Reality and a Motion Capture Suit. Applied Sciences (Switzerland), 12(4). https://doi.org/10.3390/app12042150
Kempter, F., Lantella, L., Stutzig, N., Fehr, J., & Siebert, T. (2023). Role of Rotated Head Postures on Volunteer Kinematics and Muscle Activity in Braking Scenarios Performed on a Driving Simulator. Annals of Biomedical Engineering, 51(4), 771–782. https://doi.org/10.1007/s10439-022-03087-9
Kim, Y. M., Bahn, S., & Yun, M. H. (2021). Wearing comfort and perceived heaviness of smart glasses. Human Factors and Ergonomics In Manufacturing, 31(5), 484–495. https://doi.org/10.1002/hfm.20895
Kwon, Y., Dwivedi, A., McDaid, A. J., & Liarokapis, M. (2021). Electromyography-Based Decoding of Dexterous, In-Hand Manipulation of Objects: Comparing Task Execution in Real World and Virtual Reality. IEEE Access, 9, 37297–37310. https://doi.org/10.1109/ACCESS.2021.3062364
Mohamed, R., Ghazali, M., & Samsudin, M. A. (2020). A Systematic Review on Mathematical Language Learning Using PRISMA in Scopus Database. Eurasia Journal of Mathematics, Science and Technology Education, 16(8), 1–12. https://doi.org/10.29333/ejmste/8300
Muhla, F., Clanché, F., Duclos, K., Meyer, P., Maïaux, S., Colnat-Coulbois, S., & Gauchard, G. C. (2020). Impact of using immersive virtual reality over time and steps in the Timed up and Go test in elderly people. PLoS ONE, 15(3). https://doi.org/10.1371/journal.pone.0229594
Penumudi, S. A., Kuppam, V. A., Kim, J. H., & Hwang, J. (2020). The effects of target location on musculoskeletal load, task performance, and subjective discomfort during virtual reality interactions. Applied Ergonomics, 84. https://doi.org/10.1016/j.apergo.2019.103010
Reynaert, V., Rekik, Y., Berthaut, F., & Grisoni, L. (2023). The effect of hands synchronicity on users perceived arms Fatigue in Virtual reality environment. International Journal of Human Computer Studies, 178. https://doi.org/10.1016/j.ijhcs.2023.103092
Shan, Z., Li, Z., & Song, W. (2024). Research on Human Posture Recognition Method Based on Deep Learning. Journal of Mechanics in Medicine and Biology, 24(2). https://doi.org/10.1142/S0219519424400104
Tashiro, T., Maeda, N., Abekura, T., Mizuta, R., Terao, Y., Arima, S., Onoue, S., & Urabe, Y. (2024). Adaptation of Postural Sway in a Standing Position during Tilted Video Viewing Using Virtual Reality: A Comparison between Younger and Older Adults. Sensors, 24(9). https://doi.org/10.3390/s24092718
Trinidad-Fernández, M., Bossavit, B., Salgado-Fernández, J., Abbate-Chica, S., Fernández-Leiva, A. J., & Cuesta-Vargas, A. I. (2023). Head-Mounted Display for Clinical Evaluation of Neck Movement Validation with Meta Quest 2. Sensors, 23(6). https://doi.org/10.3390/s23063077
van der Veen, S. M., Stamenkovic, A., Applegate, M. E., Leitkam, S. T., France, C. R., & Thomas, J. S. (2020). Effects of avatar perspective on joint excursions used to play virtual dodgeball: Within-subject comparative study. JMIR Serious Games, 8(3). https://doi.org/10.2196/18888
Yan, Y., Chen, K., Xie, Y., Song, Y., & Liu, Y. (2019). The effects of weight on comfort of virtual reality devices. Advances in Intelligent Systems and Computing, 777, 239–248. https://doi.org/10.1007/978-3-319-94706-8_27
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Ardiyanto Ardiyanto
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.