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首页> 外文期刊>npj Digital Medicine >Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim)
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Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim)

机译:看到其他观点:评估虚拟和增强现实的使用来模拟视觉损伤(OpenVissim)

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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).
机译:视觉损伤的模拟用于教育和通知公众。但是,有关其准确性的证据仍然缺乏。在这里,我们评估了现代数字技术的有效性,以模拟青光眼引起的日常困难。 23常见的成年人进行了两个日常任务,即青光眼患者常常报告困难:视觉搜索任务,其中参与者试图在虚拟家庭环境中找到移动电话(虚拟现实(VR)),以及参与者导航的视觉移动任务物理,房间规模的环境,而使用增强现实(AR)覆盖损伤。在一些试验中,使用来自具有晚期青光眼的真实患者的实际患者的危险模拟模拟苏格兰 - 以优越的或劣质的升降。主要结果措施是任务完成时间。还跟踪了眼睛和头部运动,并用于评估观察行为的个体差异。结果表明,模拟损害在VR(视觉搜索)和AR(视觉移动)任务(P <0.001)中的性能大致受损。此外,符合先前的患者数据:当模拟的视野损失(VFL)较差的(P <0.001)时,损伤是最大的(P <0.001),参与者在下vfl条件下使眼睛和头部运动更加偏差(P <0.001),和参与者将下级VFL条件评定为更困难(P <0.001)。值得注意的是,劣质和优越条件之间的性能之间的差异几乎与优越的VFL之间的差异和损伤完全没有损伤(VR:71%; ar:70%)。我们得出结论,现代数字模拟器能够复制和客观地量化与视觉损伤相关的一些关键困难。讨论了当前技术的优点,限制和可能的应用。还提供了如何自由获取所描述的软件(OpenVissim)的说明。

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