SIMULATION OF LOW-VISION EXPERIENCE BY USING A HEAD-MOUNTED VIRTUAL REALITY SYSTEM

被引:0
作者
Yoshioka, Yohsuke [1 ]
机构
[1] Chiba Univ JAPAN, Dept Architecture, Inage Ku, 1-33 Yayoi Cho, Chiba, Japan
来源
PROCEEDINGS OF THE INTERNATIONAL CONFERENCES ON INTERFACES AND HUMAN COMPUTER INTERACTION 2015, GAME AND ENTERTAINMENT TECHNOLOGIES 2015 AND COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING 2015 | 2015年
关键词
Immersive Virtual Environment; Head-Mounted Display; Eye Movement; Low Vision; Restriction of Visual Field; VISUAL-FIELD;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this study, a system for simulating low-vision experience was developed by using immersive virtual reality technology. The proposed system consisted of a wide-view head-mounted display and an eye tracker that could modify the display in concert with real-time fixation patterns to restrict an arbitrary area of the human visual field. We conducted an experiment to evaluate the validity of the proposed system. Subjects were asked to walk through a small maze under two visual conditions in which 10 degrees of their central visual field was restricted artificially with black circles using the proposed system. Under one of the visual conditions, the restriction moved synchronously with the subjects' eye movement so that the 10 degrees of the central fovea was always restricted despite eye movement; on the other hand, under the other condition, the restriction could not move. The experiment results indicated that the time for walking through the entire maze under the visual condition with 10 degrees of the central visual field restricted in synchronization with eye movement was longer than that under the condition in which 10 degrees of the fixed central area of the screen were restricted. Further, the amplitude of the walking trajectory on a straight pass under the visual condition with 10 degrees of the central visual field restricted in synchronization with eye movement was higher than that under the condition in which 10 degrees of the fixed central area of the screen was restricted. The influence of the eye-following movement of the restricting black circles and the validity of the proposed system were investigated.
引用
收藏
页码:242 / 246
页数:5
相关论文
共 50 条
  • [41] Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments
    Shu, Yu
    Huang, Yen-Zhang
    Chang, Shu-Hsuan
    Chen, Mu-Yen
    VIRTUAL REALITY, 2019, 23 (04) : 437 - 446
  • [42] Assessing Mobility of Blind and Low-Vision Individuals Through a Portable Virtual Reality System and a Comprehensive Questionnaire
    Isaksson-Daun, Johan
    Jansson, Tomas
    Nilsson, Johan
    IEEE ACCESS, 2024, 12 : 146089 - 146106
  • [43] Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality
    Stephen Palmisano
    Robert S. Allison
    Joel Teixeira
    Juno Kim
    Virtual Reality, 2023, 27 : 1293 - 1313
  • [44] Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality
    Palmisano, Stephen
    Allison, Robert S.
    Teixeira, Joel
    Kim, Juno
    VIRTUAL REALITY, 2023, 27 (02) : 1293 - 1313
  • [45] Head-mounted display system for microneurosurgery
    Chen, JCT
    Moffitt, K
    Levy, ML
    STEREOTACTIC AND FUNCTIONAL NEUROSURGERY, 1997, 68 (1-4) : 25 - 32
  • [46] Applications of augmented-vision head-mounted systems in vision rehabilitation
    Peli, Eli
    Luo, Gang
    Bowers, Alex
    Rensing, Noa
    JOURNAL OF THE SOCIETY FOR INFORMATION DISPLAY, 2007, 15 (12) : 1037 - 1045
  • [47] Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook
    Polona Caserman
    Augusto Garcia-Agundez
    Alvar Gámez Zerban
    Stefan Göbel
    Virtual Reality, 2021, 25 : 1153 - 1170
  • [48] Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook
    Caserman, Polona
    Garcia-Agundez, Augusto
    Zerban, Alvar Gamez
    Goebel, Stefan
    VIRTUAL REALITY, 2021, 25 (04) : 1153 - 1170
  • [49] Distance Perception in Virtual Reality: A Meta-Analysis of the Effect of Head-Mounted Display Characteristics
    Kelly, Jonathan W.
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2023, 29 (12) : 4978 - 4989
  • [50] The effects of body loads on postural control and motion sickness in a virtual reality head-mounted display
    Chang, Chih-Hui
    INTERNATIONAL JOURNAL OF SPORT AND EXERCISE PSYCHOLOGY, 2021, 19 : S207 - S208