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1.
PLoS One ; 19(2): e0291902, 2024.
Article in English | MEDLINE | ID: mdl-38300913

ABSTRACT

METHODS: A group of RP patients (n = 8, aged 20-60) participated in a study consisting of two 4-week-phases, both carried out by the same patient group in randomized order: In the 'training phase', participants carried out a Virtual-Reality gaze training for 30 minutes per day; In the 'control phase', no training occurred. Before and after each phase, participants were tasked to move through a randomized real-world obstacle course. Navigation performance in the obstacle course as well as eye-tracking data during the trials were evaluated. The study is registered at the German Clinical Trials Register (DRKS) with the ID DRKS00032628. RESULTS: On average, the time required to move through the obstacle course decreased by 17.0% after the training phase, the number of collisions decreased by 50.0%. Both effects are significantly higher than those found in the control phase (p < 0.001 for required time, p = 0.0165 for number of collisions), with the required time decreasing by 5.9% and number of collisions decreasing by 10.4% after the control phase. The average visual area observed by participants increases by 4.41% after training, however the effect is not found to be significantly higher than in the control phase (p = 0.394). CONCLUSION: The performance increase over the training phase significantly surpasses the natural learning effect found in the control phase, suggesting that Virtual-Reality based gaze training can have a positive effect on real-world navigation tasks for patients with RP. The training is available as work-in-progress open-source software.


Subject(s)
Retinitis Pigmentosa , Virtual Reality , Humans , Learning , Software , Cross-Over Studies
2.
Article in English | MEDLINE | ID: mdl-35954927

ABSTRACT

The present study investigates the effects of peripheral spatial cues and optically distorting augmentations over eccentric vision mechanisms in normally sighted participants with simulated scotoma. Five different augmentations were tested inside a virtual reality (VR)-gaming environment. Three were monocular spatial cues, and two were binocular optical distortions. Each was divided into three conditions: baseline with normal viewing, augmentation with one of the assistance methods positioned around the scotoma, and one with only the simulated central scotoma. The study found that the gaming scenario induced eccentric viewing for the cued augmentation groups, even when the peripheral assistance was removed, while for the optical distortions group, the eccentric behavior disappeared after the augmentation removal. Additionally, an upwards directionality of gaze relative to target during regular gaming was found. The bias was maintained and implemented during and after the cued augmentations but not after the distorted ones. The results suggest that monocular peripheral cues could be better candidates for implementing eccentric viewing training in patients. At the same time, it showed that optical distortions might disrupt such behavior. Such results are noteworthy since distortions such as zoom are known to help patients with macular degeneration see targets of interest.


Subject(s)
Macular Degeneration , Video Games , Virtual Reality , Cues , Humans , Scotoma
3.
Healthcare (Basel) ; 9(2)2021 Feb 09.
Article in English | MEDLINE | ID: mdl-33572072

ABSTRACT

BACKGROUND: A case study is proposed to empirically test and discuss the eye-tracking status-quo hardware capabilities and limitations of an off-the-shelf virtual reality (VR) headset with embedded eye-tracking for at-home ready-to-go online usability in ophthalmology applications. METHODS: The eye-tracking status-quo data quality of the HTC Vive Pro Eye is investigated with novel testing specific to objective online VR perimetry. Testing was done across a wide visual field of the head-mounted-display's (HMD) screen and in two different moving conditions. A new automatic and low-cost Raspberry Pi system is introduced for VR temporal precision testing for assessing the usability of the HTC Vive Pro Eye as an online assistance tool for visual loss. RESULTS: The target position on the screen and head movement evidenced limitations of the eye-tracker capabilities as a perimetry assessment tool. Temporal precision testing showed the system's latency of 58.1 milliseconds (ms), evidencing its good potential usage as a ready-to-go online assistance tool for visual loss. CONCLUSIONS: The test of the eye-tracking data quality provides novel analysis useful for testing upcoming VR headsets with embedded eye-tracking and opens discussion regarding expanding future introduction of these HMDs into patients' homes for low-vision clinical usability.

4.
Front Hum Neurosci ; 13: 187, 2019.
Article in English | MEDLINE | ID: mdl-31244627

ABSTRACT

The use of color-tinted lenses can introduce profound effects into how we process visual information at the early to late stages. Besides mediating harsh lighting conditions, some evidence suggests that color-tinted lenses can influence how humans respond to emotional events. In this study, we systematically evaluated how color-tinted lenses modified our participants' psychophysiological responses to emotion-inducing images. The participants passively viewed pleasant, neutral or unpleasant images from the International-Affective-Picture-System (IAPS), while wearing none, blue, red, yellow or green tinted-lenses that were controlled for luminance. Established neuroergonomic indices of arousal were measured on the autonomic level, namely Skin-Conductance-Response (SCR) and Heart-Rate-Variability (HRV), and on the cortical level, with electroencephalography (EEG) event-related potentials (ERPs). Phasic SCR responses were significantly enhanced for unpleasant images and both pleasant and unpleasant images induced significantly larger ERP amplitudes of the Late-Positive-Potential (LPP), with pleasant images having the greatest impact. Interestingly, a significant main effect was found for tint. Similar to viewing pleasant images, red-tinted lenses induced the largest LPPs. Taken together, these findings suggest that the autonomic response to affective images is modulated at the cortical level of processing, congruent with the use of red-tinted lenses.

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