Purpose: In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of expanding study populations and test groups for visual training, visual aids, or accessibility evaluations. However, it is crucial to assess the validity and reliability of simulating these types of visual impairments and evaluate the extend to which participants with simulated tunnel vision can represent real patients. Methods: Two age-matched participant groups were acquired: The first group (n=8 aged 20-60, average 49.1, sd 13.2) consisted of patients diagnosed with Retinitis pigmentosa (RP). The second group (n=8, aged 27-59, average 46.5, sd 10.8) consisted of visually healthy participants with simulated tunnel vision. Both groups carried out different visual tasks in a virtual environment for 30 minutes per day over the course of four weeks. Task performances as well as gaze characteristics were evaluated in both groups over the course of the study. Results: Using the "two one-sided tests for equivalence" method, the two groups were found to perform similar in all three visual tasks. Significant differences between groups were found in different aspects of their gaze behavior, though most of these aspects seem to converge over time. Conclusion: Our study evaluates the potential and limitations of using Virtual Reality technology to simulate the effects of tunnel vision within controlled virtual environments. We find that the simulation accurately represents performance of RP patients in the context of group averages, but fails to fully replicate effects on gaze behavior.
翻译:目的:本研究探讨了利用内置眼动追踪技术的虚拟现实(VR)模拟注视点相关管状视野条件的潜力与局限。该方法有望为视觉训练、视觉辅助工具或可及性评估提供一种便捷途径,以扩大研究人群和测试组规模。然而,评估此类视觉损伤模拟的有效性和可靠性,以及判定模拟管状视野的参与者能否代表真实患者至关重要。方法:招募两组年龄匹配的参与者:第一组(n=8,年龄20-60岁,平均年龄49.1岁,标准差13.2)由确诊为视网膜色素变性(RP)的患者组成;第二组(n=8,年龄27-59岁,平均年龄46.5岁,标准差10.8)由视觉健康但接受管状视野模拟的参与者组成。两组在四周内每天于虚拟环境中执行不同视觉任务30分钟。研究全程评估两组参与者的任务表现及注视特征。结果:采用“双单侧检验等价方法”发现,两组在所有三项视觉任务中的表现相似。两组在注视行为的不同方面存在显著差异,但多数差异随时间推移趋于收敛。结论:本研究评估了在受控虚拟环境中利用VR技术模拟管状视野效应的潜力与局限。研究发现,该模拟能准确反映RP患者在群体平均水平上的表现,但无法完全复现其对注视行为的影响。