Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim)
Abstract 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 per...
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2020
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oai:doaj.org-article:9d45b571a25442ce8da3d29aa73eca7f2021-12-02T11:35:41ZSeeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim)10.1038/s41746-020-0242-62398-6352https://doaj.org/article/9d45b571a25442ce8da3d29aa73eca7f2020-03-01T00:00:00Zhttps://doi.org/10.1038/s41746-020-0242-6https://doaj.org/toc/2398-6352Abstract 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).Pete R. JonesTamás SomoskeöyHugo Chow-Wing-BomDavid P. CrabbNature PortfolioarticleComputer applications to medicine. Medical informaticsR858-859.7ENnpj Digital Medicine, Vol 3, Iss 1, Pp 1-9 (2020) |
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Computer applications to medicine. Medical informatics R858-859.7 |
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Computer applications to medicine. Medical informatics R858-859.7 Pete R. Jones Tamás Somoskeöy Hugo Chow-Wing-Bom David P. Crabb Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim) |
description |
Abstract 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). |
format |
article |
author |
Pete R. Jones Tamás Somoskeöy Hugo Chow-Wing-Bom David P. Crabb |
author_facet |
Pete R. Jones Tamás Somoskeöy Hugo Chow-Wing-Bom David P. Crabb |
author_sort |
Pete R. Jones |
title |
Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim) |
title_short |
Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim) |
title_full |
Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim) |
title_fullStr |
Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim) |
title_full_unstemmed |
Seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (OpenVisSim) |
title_sort |
seeing other perspectives: evaluating the use of virtual and augmented reality to simulate visual impairments (openvissim) |
publisher |
Nature Portfolio |
publishDate |
2020 |
url |
https://doaj.org/article/9d45b571a25442ce8da3d29aa73eca7f |
work_keys_str_mv |
AT peterjones seeingotherperspectivesevaluatingtheuseofvirtualandaugmentedrealitytosimulatevisualimpairmentsopenvissim AT tamassomoskeoy seeingotherperspectivesevaluatingtheuseofvirtualandaugmentedrealitytosimulatevisualimpairmentsopenvissim AT hugochowwingbom seeingotherperspectivesevaluatingtheuseofvirtualandaugmentedrealitytosimulatevisualimpairmentsopenvissim AT davidpcrabb seeingotherperspectivesevaluatingtheuseofvirtualandaugmentedrealitytosimulatevisualimpairmentsopenvissim |
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