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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 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?

SUBMITTER: Jones PR 

PROVIDER: S-EPMC7064490 | biostudies-literature | 2020

REPOSITORIES: biostudies-literature

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

Jones Pete R PR   Somoskeöy Tamás T   Chow-Wing-Bom Hugo H   Crabb David P DP  

NPJ digital medicine 20200310


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  ...[more]

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