Does VR+ education work? The doctors think so.

The original text of the blogger reads: "Looking at the test report on the impact of long-term use of VR head-mounted display devices on the vision of low-age users for the long-term innovation center of the future." The purpose of this experiment is commendable. Games and education are both key application areas for VR/AR, yet there is a lack of clinical research on children using these technologies. However, there are still many areas that need improvement in this study. VR/AR technology, particularly VR/AR display technology, has a close relationship with ophthalmology. Beyond exploring the effects on children’s vision, Professor Sun Xinghuai also presented research on using video see-through technology for amblyopia training at the ARVO conference in 2017 ([^ARVO hotspots, amblyopia treatment new progress: augmented reality binocular split training]). Future applications of VR/AR in ophthalmology are expected to grow, and more VR/AR companies will likely engage in medical-related research and experimentation. Another article mentioned that “Ophthalmology expert Wang Kai proposed using VR to create an immersive learning environment, which could improve students’ learning efficiency.” I was shocked by this news. As someone deeply involved in eye health research, I firmly oppose and resist such claims from clinicians who don’t fully understand the implications. Today, ARinChina had the opportunity to interview Dr. Weng Dongdong from Beijing Institute of Technology. Dr. Weng has focused on virtual reality, augmented reality, and new human-computer interaction technologies. He is working on developing next-generation high-immersion VR systems and applying them to themed entertainment and psychotherapy. ARC: How many R&D companies can truly conduct the kind of lab studies described in the blog? What is the current status of domestic R&D enterprises? After reading the blog, I realized this is indeed a serious issue, especially when it involves children. Dr. Weng: The study on the impact of long-term VR use discussed in the article was conducted by our team in 2017 with support from the Beijing Future Image Innovation Center. Some people questioned whether the research was sponsored by a blue cursor, but actually, it was a PR project given to HTC, making it seem like a company initiative. In fact, it was a pre-research project of Beijing Institute of Technology and the Beijing Future Image Innovation Center, with no financial support from any enterprise. There are very few people in this field in China. Although our team led the research, we mainly focus on engineering and application research, not specifically on ophthalmology. We consulted with experts before the experiment, but since the field is so new and interdisciplinary, the initial study had many shortcomings. After publishing the results, many professionals pointed out the flaws. The feedback from “-- Bowen--” was very helpful and comprehensive, and our goal was to raise awareness and spark further discussion. In the VR industry, there are several different types of companies. The first category includes giants like HTC, Xiaomi, and Huawei. They are independent HMD manufacturers and industry leaders. While they are interested in research, their focus is more on product development due to market competition. Academic institutions like ours pay more attention to basic research. The second type includes many domestic HMD brand companies, which are often startups. During the early stages, it's difficult for them to prioritize social responsibility. Market competition is fierce, and revenue is not good initially, so most are focused on improving products quickly. It seems that those outside the industry are more concerned about these issues than those within. The third category consists of foundry and content-oriented companies. Their focus is more on standards. For them, determining and implementing standards is crucial. Companies working on VR education or children's entertainment may not be paying enough attention to health issues, as they prioritize product launch over long-term research. At present, it's positive that more people are discussing this issue. Our research in 2017 was driven by the growing use of VR in children’s education and entertainment. Many developers were eager to enter the market, but no one knew how VR affects children’s eyesight. We decided to conduct experiments to gather some baseline data and better understand the potential risks. We hope that by raising this issue, more researchers will take it seriously. This is a highly interdisciplinary topic. Ophthalmologists weren't focused on VR until recently, and VR researchers aren’t familiar with ophthalmology. So, few people are doing this work. We wanted to start the conversation and encourage others to join in. ARC: Is Wang Kai’s article “VR technology is not suitable for the vast majority of young people” an academic viewpoint? Or is his conclusion based strictly on clinical trial design? Dr. Weng: Wang Kai believes VR is unsuitable for children. I don’t completely disagree, but I support his right to express different opinions. Such open discussions are valuable in academia. His arguments are based on limitations of current display devices, such as the edge field of view. These points were considered before. His perspective serves as a guide, similar to the purpose of our experiment. We want to inform practitioners and manufacturers about what they should do to ensure safe usage. However, these are still discussions rather than academic research. To reach an academic level, data is needed. Our experiment aimed to provide some data, though there are still gaps. I hope practitioners will approach this issue academically, using rigorous data to back up their views. Many assumptions may be proven wrong through experimentation. ARC: Dr. Weng, many reports say VR+education and VR+entertainment are promising. But these are targeted at children, which is a major challenge. How do you see this? Dr. Weng: Although there is controversy, from my perspective, children currently use VR for short periods. So, we suggest being cautious and limiting exposure. Based on our experimental data, the effects seem positive. In a one-hour test, VR didn’t show negative impacts compared to tablets. When it comes to the market, people might overlook the long-term effects. You won’t feel eye strain immediately, but over time, it could become an issue. Even if there is noise in academia, people will continue to use VR because manufacturers will keep pushing it. Without standards, it's hard to blame anyone. Therefore, we hope to establish standards soon. It’s a complex process, and without enough data, it’s not scientific. There must be an iterative process before a real standard emerges. This is a natural part of product development. ARC: I heard Ge Hangbin introduced me to your labs. Are there more R&D collaborations? Now the country encourages cooperation between schools and enterprises, military-civilian integration. Dr. Weng: We have many external collaborations. We’ve built a standard testing platform in Nanchang, supported by the local government, to help develop national standards. One of our main research directions this year is long-term immersion and research into VR. We call this "Livable VR," focusing on fundamental tech issues. In terms of industry, we’re interested in VR applications in entertainment, as it’s the most accessible area for new tech. We’re working on some projects in large theme parks with Huayi. ARC: Regarding industry development, your insights are valuable. You're at the forefront of the academic scene. Also, listening to Michael, you've participated in many unofficial meetings. What’s your view on tech and market in the next three years? Dr. Weng: Microsoft is entering the head-mounted display space, defining it as a new interactive device. Unlike traditional VR, they're integrating it into Windows 10. I think Microsoft will have a big impact in the next three years, possibly focusing on office applications. VR industry growth will be gradual, not explosive. The most important direction is considering long-term use of the equipment. This ties back to our earlier discussion. VR should be a device used for hours or weeks, like a computer or phone. Once this is achieved, it could become a basic tool. Hardware and software improvements are needed, and major companies will iterate their products to meet these needs. Education is another promising area. If VR helmets meet child safety standards, it could revolutionize classroom learning. Eventually, VR might even help reduce myopia by providing better viewing environments. This requires improvements in display technology and design. We’re already discussing these issues, and manufacturers are starting to pay attention. I believe this will become a common solution in a few years. The future may see VR as healthier than traditional screens, leading to widespread adoption. This is my view on tech development in the next few years. The industry will revolve around these advancements. When head-mounted displays meet health needs, they’ll be widely used without hesitation. All industries will need to adapt to this new interface, and Microsoft is already leading the way.

Remote Control Power Switch

REMOTE CONTROL SOCKET
Important Safeguards
When using any electrical appliance, in order to reduce the risk of fire, electric shock and/or injury to persons, basic safety precautions should always be follow8d. including:
• The appliance is for household and indoor use only.
• Before plugging in. check that the voitage on the rating label is the same as the mains supply.
• To protect against electric shock, do not immerse any part of the product in water or other liquid.
• This socket is intended for use by competent adults only and children should be supervised at all times.
• Do not use the socket for other than its intended use.
• This socket can be used by children aged from 8 years arxl above and persons with reduced physical, sensory or mental capabilities or lack of experience and knowledge if they have been given supervision or instruction concerning use of the appliance in a safe way and understand the hazards involved. Children shall not p<ay with the appliance Cleaning and user maintenance shall M be made by children without supervision.
• Children of less than 3 years should be kept away unless continuously supervised.
Children from 3 years and less than 8 years shall only switch on/off the appliance provided that it has been placed or installed in its intended normal operating position and they have been supervision or instruction concerning use of the appliance in a safe way and understand the hazards involved. Children aged from 3 years and less than 8 years shall not plug in. regulate and clean the appliance or perform user maintenance.
• Don't use this socket in the immediate surroundings of a bath, a shower or a swimming pool.
• In case of malfunction, do not try to repair the socket yourself, it may result in a fire hazard or electric shock
Do Not Exceed Maximum a680W
Place the LR44 batteries provided into the compartment in the back of the Remote Control, please
insert as sho*/m in the back of the compartment to ensure the polarity is correct.

Programming Instructions
• Plug the Remoce Socket$($)lnto the wall socket(s) and switch on the mams supply, the red LED will flash every second.
• If the LED is not flashing press & hold the manual ON/OFF button for 5 seconds until it Hashes

•Press any ON switch on the Remote Control for approximately 2 seconds and the Remote Socket(s) learn the code. The LED will stop flashing top confirm the codehas been accepted.
• Any number of Remote Sockets can be programmed to one Remote Control ON button to create multiple switching.
• To programme o<her Remote Sockets on different Remote Control ON buttons repeat the prevous steps
• If the mains supply is turned off the Remote Sockets v/ill lose their code and it wil be necessary to re-pcogramme.
Operation:
• Plug your appliance(s) into the Remote Socket(s)
• Press the programmed ON or OFF button on the Remote Control to control the Remote Socket.
♦ The Remote Sockets can also be operated manually using its ON/OFF Button Trouble shooting
If a Remote Socket does not react to the Remote Control please check the followng:
♦ Low battery in tbo Remote Control
• Distance too large between the remote control and the recerver (ensure the range distance is no more than 20 clear Metres) and free from obstacle that may reduce the distance.
• If programming has not been successful, tum the power off and back on then follow the programming steps above.
How to decode
• Press the manual ONX)FF button for 5 seconds until the red LED flashes once per
second to confirm de-coding is successful
♦ Press the ALL OFF switch on the Remote Control for more than 3 seconds, the LED
flashes once per second to confirm (decoding successful.
Voltage: 240V-/50HZ
Max power rating: 3680W max.
Remote frequency:
Remote range:
Battery Type:
433.92MHz
230 Metres
Button Cell 2x1.5V LR44 =
Please check with your local waste management service authority regarding regulations for the safe disposal of the batteries. The batteries should never be placed G municipal waste.
Use a battery d^posal facility if available
M
For eioctncal products sold within the European Community. At the end of the electrical products useful life, it should not be disposed of wth household waste. Please recycle faaMies exist. Check with your Local Authonty or retailer for recycling advice.
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