19 research outputs found

    Simulating Macular Degeneration to Investigate Activities of Daily Living: A Systematic Review

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    Purpose: Investigating difficulties during activities of daily living is a fundamental first step for the development of vision-related intervention and rehabilitation strategies. One way to do this is through visual impairment simulations. The aim of this review is to synthesize and assess the types of simulation methods that have been used to simulate age-related macular degeneration (AMD) in normally sighted participants, during activities of daily living (e.g., reading, cleaning, and cooking).Methods: We conducted a systematic literature search in five databases and a critical analysis of the advantages and disadvantages of various AMD simulation methods (following PRISMA guidelines). The review focuses on the suitability of each method for investigating activities of daily living, an assessment of clinical validation procedures, and an evaluation of the adaptation periods for participants.Results: Nineteen studies met the criteria for inclusion. Contact lenses, computer manipulations, gaze contingent displays, and simulation glasses were the main forms of AMD simulation identified. The use of validation and adaptation procedures were reported in approximately two-thirds and half of studies, respectively.Conclusions: Synthesis of the methodology demonstrated that the choice of simulation has been, and should continue to be, guided by the nature of the study. While simulations may never completely replicate vision loss experienced during AMD, consistency in simulation methodology is critical for generating realistic behavioral responses under vision impairment simulation and limiting the influence of confounding factors. Researchers could also come to a consensus regarding the length and form of adaptation by exploring what is an adequate amount of time and type of training required to acclimatize participants to vision impairment simulations

    Seeing Our Blind Spots: Smart Glasses-Based Simulation to Increase Design Students’ Awareness of Visual Impairment

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    As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user’s eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants’ awareness of visual impairment

    How can the architectural design of public buildings be improved for Visually Impaired people?

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    The aim of this paper is to identify issues that visually impaired (VI) people face in public buildings and, where possible, suggest design solutions. Research methods involved interviewing VI individuals with varying levels of vision, to gain first-hand insight into their experiences within public buildings. Several discussed issues included the importance of multi-sensory design and the observation that acoustic features can lead to disorientation. The paper considers use of lighting, importance of design consistency, and benefits of natural light and hindrance of glare. It emphasises the importance of contrast, to distinguish between features, around doorframes and on the nosing of stairs, and use of staircase tactile indicators and extended handrails, to improve safety. The paper also highlights the importance of consulting VI individuals to make use of their embodied expertise in a co-design process, to hopefully help make public buildings more accessible to VI people

    Keep Your Eyes above the Ball: Investigation of Virtual Reality (VR) Assistive Gaming for Age-Related Macular Degeneration (AMD) Visual Training

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    Humans are beyond all visual beings since most of the outside information is gathered through the visual system. When the aging process starts, visual functional damages become more and more common and the risk of developing visual impairment is higher. Age-related macular degeneration (AMD) is one of the main afflictions that leads to severe damage to the optical system due to the aging process. The ones affected lose the ability to use the central part of vision, essential for accurate visual information processing. Even if less accurate, peripheral vision remains unaffected, hence medical experts have developed training procedures to train patients to use peripheral vision instead to navigate their environment and continue their daily lives. This type of training is called eccentric viewing. However, there are several shortcomings in current approaches, such as not being engaging or individualizable enough nor cost and time-effective. The main scope of this dissertation was to find out if more engaging and individualizable methods can be used for peripheral training of AMD patients. The current work used virtual reality (VR) gaming to deliver AMD training; the first time such an approach was used for eccentric viewing training. In combination with eye-tracking, real-time individualized assistance was also achieved. Thanks to an integrated eye-tracker in the headset, concentric gaze-contingent stimuli were used to redirect the eyes toward an eccentric location. The concentric feature allowed participants to choose freely and individually their peripheral focus point. One study investigated the feasibility a VR system for individualized visual training of ophthalmic patients, two studies investigated two types of peripheral stimuli (three spatial cues and two optical distortions) and the last study was a case study looking into the feasibility of such an approach for a patient with late AMD. Changes in gaze directionality were observed in all the last three studies for one specific spatial cue, a concentric ring. In accordance with the literature, the gaze was directed spontaneously toward the most effective peripheral position. The last study additionally proved gaming feasible for future testing of the elderly AMD population. The current work opened the road to more individualized and engaging interventions for eccentric viewing training for late AMD

    International Cycling Safety Conference - Book of abstracts

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    The present document compiles the abstracts submitted to the International Cycling Safety Conference that took place in Bologna from the 2nd to 4th of November, 2016. The topics of the submissions range from infrastructural and technological, to cognitive and behavioral issues related to cycling safety

    International Cycling Safety Conference - Book of abstracts

    Get PDF
    The present document compiles the abstracts submitted to the International Cycling Safety Conference that took place in Bologna from the 2nd to 4th of November, 2016. The topics of the submissions range from infrastructural and technological, to cognitive and behavioral issues related to cycling safety

    Designing Guided User Tasks in VR Embodied Experiences

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    International audienceVirtual reality (VR) offers extraordinary opportunities in user behavior research to study and observe how people interact in immersive 3D environments. A major challenge of designing these 3D experiences and user tasks, however, lies in bridging the inter-relational gaps of perception between the designer, the user, and the 3D scene. Based on Paul Dourish’s theory of embodiment, these gaps of perception are: ontology between the scene representation and the user and designer perception, intersubjectivity from designer to user in task communication, and intentionality from the user’s intentions to the designer’s interpretations.We present the GUsT-3D framework for designing Guided User Tasks in embodied VR experiences, i.e., tasks that require the user to carry out a series of interactions guided by the constraints of the 3D scene. GUsT-3D is implemented as a set of tools that support a 4-step workflow to (1) annotate entities in the scene with names, navigation, and interaction possibilities, (2) define user tasks with interactive and timing constraints, (3) manage scene changes, task progress, and user behavior logging in real-time, and (4) conduct post-scenario analysis through spatio-temporal queries using ontology definitions. To illustrate the diverse possibilities enabled by our framework, we present two case studies with an indoor scene and an outdoor scene, and conducted a formative evaluation involving 6 expert interviews to assess the framework and the implemented workflow. Analysis of the responses show that the GUsT-3D framework fits well into a designer’s creative process, providing a necessary workflow to create, manage, and understand VR embodied experiences of target users

    Using Virtual Reality to Assess the Street Crossing Behavior of Pedestrians With Simulated Macular Degeneration at a Roundabout

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    This work investigates how pedestrian street crossing behavior at a virtual traffic roundabout is affected by central visual field loss. We exposed participants with normal vision to a first-person virtual experience of central visual field loss of variable size in the form of a simulated scotoma, an area of the visual field with degraded visual acuity. A larger size of scotoma influenced people to select longer gaps between traffic, and to wait longer before initiating a crossing. In addition, a gender difference was found for risk taking behavior. Male subjects tended to take more risk, as indicated by the selection of shorter gaps in traffic and a shorter delay before the initiation of a crossing. Our findings generally replicate those of studies done in real-world conditions using participants afflicted with genuine central vision loss, supporting the hypothesis that virtual reality is a safe and accessible alternative for investigating similar issues of public concern
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