在虚拟现实中模拟视力障碍:比较真实和模拟隧道视力下的视觉任务表现

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Alexander Neugebauer, Nora Castner, Björn Severitt, Katarina Stingl, Iliya Ivanov, Siegfried Wahl
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引用次数: 0

摘要

在这项工作中,我们探索了使用内置眼动跟踪技术的虚拟现实(VR)模拟凝视相关隧道视觉条件的潜力和局限性。这种方法为扩大视觉训练、视觉辅助工具或无障碍评估的研究人群和测试组提供了一种简便易行的方法。然而,评估模拟这类视觉障碍的有效性和可靠性,以及评估模拟隧道视力的参与者在多大程度上可以代表真实患者,是至关重要的。我们获得了两组年龄匹配的参与者:第一组(n = 8,20-60 岁,平均 49.1 ± 13.2)由确诊为视网膜色素变性(RP)的患者组成。第二组(8 人,27-59 岁,平均 46.5 ± 10.8)由视力健康的模拟隧道视患者组成。两组人都在虚拟环境中执行不同的视觉任务,每天 30 分钟,为期四周。在研究过程中,对两组参与者的任务执行情况和注视特征进行了评估。通过 "两个单侧等效测试 "法,发现两组在所有三项视觉任务中的表现相似。研究发现,两组在注视行为的不同方面存在显著差异,但随着时间的推移,这些方面似乎大多趋于一致。我们的研究评估了使用虚拟现实技术在受控虚拟环境中模拟隧道视力影响的潜力和局限性。我们发现,模拟能够准确地反映 RP 患者在小组平均水平下的表现,但无法完全复制对注视行为的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision

Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision

In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of expanding study populations and test groups for visual training, visual aids, or accessibility evaluations. However, it is crucial to assess the validity and reliability of simulating these types of visual impairments and evaluate the extend to which participants with simulated tunnel vision can represent real patients. Two age-matched participant groups were acquired: The first group (n = 8, aged 20–60, average 49.1 ± 13.2) consisted of patients diagnosed with Retinitis pigmentosa (RP). The second group (n = 8, aged 27–59, average 46.5 ± 10.8) consisted of visually healthy participants with simulated tunnel vision. Both groups carried out different visual tasks in a virtual environment for 30 min per day over the course of four weeks. Task performances as well as gaze characteristics were evaluated in both groups over the course of the study. Using the ’two one-sided tests for equivalence’ method, the two groups were found to perform similar in all three visual tasks. Significant differences between groups were found in different aspects of their gaze behavior, though most of these aspects seem to converge over time. Our study evaluates the potential and limitations of using Virtual Reality technology to simulate the effects of tunnel vision within controlled virtual environments. We find that the simulation accurately represents performance of RP patients in the context of group averages, but fails to fully replicate effects on gaze behavior.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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