Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim)

被引:46
作者
Jones, Pete R. [1 ,2 ,3 ]
Somoskeoy, Tamas [1 ]
Chow-Wing-Bom, Hugo [2 ,3 ]
Crabb, David P. [1 ]
机构
[1] City Univ London, Div Optometry & Visual Sci, Sch Hlth Sci, Northampton Sq, London EC1V 0HB, England
[2] UCL, Inst Ophthalmol, 11-43 Bath St, London EC1V 9EL, England
[3] NIHR Moorfields Biomed Res Ctr, London EC1V 2PD, England
关键词
QUALITY-OF-LIFE; STATE UTILITY VALUES; FIELD LOSS; OBJECTIVE ASSESSMENT; ACTIVITY LIMITATION; OLDER-ADULTS; GLAUCOMA; VISION; IMPACT; PERFORMANCE;
D O I
10.1038/s41746-020-0242-6
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Simulations of visual impairment are used to educate and inform the public. However, evidence regarding their accuracy remains lacking. Here we evaluated the effectiveness of modern digital technologies to simulate the everyday difficulties caused by glaucoma. 23 normally sighted adults performed two everyday tasks that glaucoma patients often report difficulties with: a visual search task in which participants attempted to locate a mobile phone in virtual domestic environments (virtual reality (VR)), and a visual mobility task in which participants navigated a physical, room-scale environment, while impairments were overlaid using augmented reality (AR). On some trials, a gaze-contingent simulated scotoma-generated using perimetric data from a real patient with advanced glaucoma-was presented in either the superior or inferior hemifield. The main outcome measure was task completion time. Eye and head movements were also tracked and used to assess individual differences in looking behaviors. The results showed that the simulated impairments substantially impaired performance in both the VR (visual search) and AR (visual mobility) tasks (both P < 0.001). Furthermore, and in line with previous patient data: impairments were greatest when the simulated Visual Field Loss (VFL) was inferior versus superior (P < 0.001), participants made more eye and head movements in the inferior VFL condition (P < 0.001), and participants rated the inferior VFL condition as more difficult (P < 0.001). Notably, the difference in performance between the inferior and superior conditions was almost as great as the difference between a superior VFL and no impairment at all (VR: 71%; AR: 70%). We conclude that modern digital simulators are able to replicate and objectively quantify some of the key everyday difficulties associated with visual impairments. Advantages, limitations, and possible applications of current technologies are discussed. Instructions are also given for how to freely obtain the software described (OpenVisSim).
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页数:9
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