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Eye tracking and virtual reality in the rehabilitation of mobility of hemianopia patients: a user experience study


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Figure 1:

(A) Initial view of the participant in exercise 1 (walking along a hallway) of version 5 of the exercise showing different obstacles, as well as doors, windows and avatars. (B) View from above in exercise 1 (walking along a hallway) of version of the exercise. This figure shows the whole trajectory the participants have to walk along, while having to turn around every 5 m within the setup. (C) View from above in exercise 2 (crossing a street) of version 1 of this exercise with traffic, showing an overview over this environment. (D) Initial view of the participant in exercise 3 (walking along a pavement) showing the pavement with construction site and surrounding buildings.
(A) Initial view of the participant in exercise 1 (walking along a hallway) of version 5 of the exercise showing different obstacles, as well as doors, windows and avatars. (B) View from above in exercise 1 (walking along a hallway) of version of the exercise. This figure shows the whole trajectory the participants have to walk along, while having to turn around every 5 m within the setup. (C) View from above in exercise 2 (crossing a street) of version 1 of this exercise with traffic, showing an overview over this environment. (D) Initial view of the participant in exercise 3 (walking along a pavement) showing the pavement with construction site and surrounding buildings.

Figure 2:

Average score given to the head-mounted eye tracker by each participant and their corresponding occupational therapist. The error bars represent the standard deviation.
Average score given to the head-mounted eye tracker by each participant and their corresponding occupational therapist. The error bars represent the standard deviation.

Figure 3:

Average score given to the virtual hallway scenario by individuals with hemianopia, normal sighted controls and the occupational therapist. The error bars represent the standard deviation.
Average score given to the virtual hallway scenario by individuals with hemianopia, normal sighted controls and the occupational therapist. The error bars represent the standard deviation.

Figure 4:

Average score given to the virtual street-crossing scenario by individuals with hemianopia, normal sighted controls and the occupational therapist. The error bars represent the standard deviation.
Average score given to the virtual street-crossing scenario by individuals with hemianopia, normal sighted controls and the occupational therapist. The error bars represent the standard deviation.

Score and comments for the head mounted eye tracker for each criterion evaluated by patients and therapists.

Criterion Comments
Patients Therapists
Usability in mobile situations and outside Would be more comfortable without the cable (1) Would be better to do the exercise with tablet (1)
Laptop carried in backpack (2)
Calibration can be difficult under varying luminance conditions(1)
Usability with glasses Uncomfortable to wear with own pair of glasses (1) Calibration can be difficult with glasses/lenses (2)
Improvement of feedback Watching the eye movements to give feedback is a good addition to the performed exercises (1) Watching the eye movements to give feedback is a good addition to the performed exercises (1)
Confirmation that the client is actually doing the scan rhythm (1)
Have not watched the recording, but expect it to be good material to reflect on exercise(1)
Easy to use/no disruption of regular procedure of therapy session Eye cameras in the field of view, could be corrected (3) Need practice to perform setup of device (1)
Eye cameras in the field of view, could be corrected (1)
Laptop cannot be closed; that would stop recording (1)
Battery of the laptop was empty before end of session (1)
In exercise 1 (calling out numbers presented on a large screen) it is not possible to watch eye movements and screen at the same time (1)

Versions, setups and scenarios per exercise used in virtual reality.

Exercise Scenarios
Walking along a virtual hallway 1: Empty hallway with open and closed doors
2: Hallway with traffic cones
3: Hallway with more traffic cones than in scenario 2
4: Hallway with traffic cones, windows and doors
5: Different obstacles, like plants, cupboards, bins, traffic cones
6: With people, other hallways on the side, windows and doors
Crossing a road 1: Without traffic or pedestrians
2: With traffic and pedestrians
Walking along a pavement 1: with construction site

Comments on criteria specifically to use the VR headset for crossing a street. The occupational therapist who tested this exercise did not make any comments.

Criterion Comments
Patients Controls
Immersive and pleasant virtual environment Did not feel as safe as when walking in the hallway: cars were too close to me (1)Avatars were walking through me (2)Stood too close to the street (2)Blue line that marks end of mobility range irritating (1)Cars are too close, too large (1)Pavement needs to be wider (2) Adding sound would be helpful; horn before collision with car (1)Blue line that marks end of mobility range irritating (1)Cars show up too late in scene (1)Faces of people do not look realistic (1)

Information on participants (individuals with hemianopia) in study 1.

Category Visual field Age Gender Glasses/Lens
Beginner Hemianopia on left side 63 M OD: S +0.50 OS: S +0.50
Beginner Hemianopia on left side 20 F OD: S -0.5 OS: S -1
Intermediate Hemianopia on left side 70 M OD: S-6.25 OS: S-5.25
Intermediate Hemianopia on right side 41 M OD: S-4.25 OS: S-4.50
Intermediate Hemianopia on right side 65 M OD: S-2.75 OS: SO
Advanced Quadrantanopia upper left 53 M OD:S+1.50 OS: S +1.25
Advanced Hemianopia on right side 52 M No glasses

Score and comments on criteria that are specifically important to use the VR headset for walking along a virtual hallway.

Criterion Comments
Patients Controls
Large range of mobility Turning around a lot is irritating, would prefer to continue walking (2) Range of mobility too short for this exercise (1)
Cables are in the way when turning therefore 1 have to remember which way to turn (2) Cable in the setup make it harder to move in VR (1)
Safety Scenery going blank when turning leads to problems with balance (1) Higher risk of injury than when exercise is done in actual hallway (1)

Information for participants with hemianopia and normal-sighted controls in Study 2

Visual field defect Age Gender Glasses/Lenses
Hemianopia on right side 46 M Multifocal, +1,2
Hemianopia on right side 70 M Multifocal, +0,8
Hemianopia on right side, sparing at 20 degrees 65 M Multifocal, +1
Hemianopia on right side 58 M Multifocal, +1.25
Hemianopia on left side with sparing (intact vision in the foveal region of the visual field) 56 F +0.8
Bottom right quadrantanopia 65 F Multifocal +1
Intact 65 M Glasses (no further specification)
Intact 27 M Glasses (no further specification)
Intact 30 M No glasses or lenses
Intact 70 F Glasses (no further specification)

Comments on criteria that are specifically important to use the VR headset for walking along a pavement.

Criterion Comments
Patients Controls
Immersive and pleasant virtual environment Scenery was a bit too crowded (1)
Avoid motion sickness Scenery stopped moving due to an error. This led to dizziness (1)
Moving in VR Range of movement too short (1)
eISSN:
2652-3647
Sprache:
Englisch
Zeitrahmen der Veröffentlichung:
Volume Open
Fachgebiete der Zeitschrift:
Medizin, Klinische Medizin, Physikalische und rehabilitative Medizin