Abstract
Smartphones (SP) terminals have become preferred media for virtual reality (VR) and augmented reality (AR) effects with their increasing processing and video capabilities. Simple and low cost VR headsets can host smartphones, and they can together be used for many different applications. Online multiplayer video games, sales applications, simulators, educational tools, and similar other applications get widespread usage in this way with an additional COVID-19 pandemic motivation. On the technology frontier, both mobile networks and SP terminals support multi-technology connectivity. There is certain risk that appears when using SP VR headsets supporting these applications that require a broadband Internet connectivity. SPs having multi-radio connectivity may induce elevated specific absorption rate (SAR) values in those cases. In these VR and AR applications, the smartphone is positioned in front of the eyes; and, there is little or no ventilation in VR headsets. The authors aim to model and simulate such an exposure in current 4G (4th generation) and 5G (5th generation) mobile telecommunication frequency bands; thus, the authors discuss possible thermal and non-thermal risks of related electromagnetic (EM) radiation on human eye by finite element method (FEM).
Publisher
Sakarya University Journal of Science
Reference21 articles.
1. Diao, Y., Leung, S.-W., He, Y., et al. (2016). Detailed modeling of palpebral fissure and its influence on SAR and temperature rise in human eye under GHZ exposure. Bioelectromagnetics, 37(4), 256-263.
2. Ng, E. Y. K., Ooi, E.H. (2006). FEM simulation of the eye structure with bioheat analysis. Computer methods and programs in biomedicine, 82(3), 268-276.
3. Comsol Multiphysics, www.comsol.com , COMSOL 4.3/4.3a FNL License No: 17073372.
4. Comsol Absorbed Radiation (SAR) in Human Brain Model, https://www.comsol.com/model/absorbed-radiation-sar-in-the-human-brain-2190 , 2019.
5. Human Eye Model by Bobby Dyer, https://grabcad.com/library/human-eye-model/files , 2012.