Wayfinding and Glaucoma: A Virtual Reality Experiment.

Wayfinding and Glaucoma: A Virtual Reality Experiment.
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DOI:
10.1167/iovs.17-21849
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发表时间:
2017-07-01
影响因子:
4.4
通讯作者:
Medeiros FA
Medeiros FA
中科院分区:
医学2区
文献类型:
--
作者:
Daga FB;Macagno E;Stevenson C;Elhosseiny A;Diniz-Filho A;Boer ER;Schulze J;Medeiros FA

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寻路,即确定和遵循起点和目的地之间的路线的过程,是日常任务的组成部分。本研究的目的是调查昏迷性视野丧失对使用沉浸式虚拟现实(VR)环境的寻路行为的影响。这项横断面研究包括31名昏迷患者和20名健康受试者,没有整体认知障碍的证据。在Morris水迷宫导航任务之后建模寻路实验,并在沉浸式VR环境中进行。两个房间的视觉场景的复杂性不同,以促进基于分配中心(房间A,多个视觉线索)与基于自我中心(房间B,单一的视觉线索)的环境空间表示。每个房间的寻路任务包括重新访问先前可见的目标,这些目标随后变得不可见。对于房间A,青光眼患者平均花费35.0秒来执行寻路任务,而健康受试者平均花费24.4秒(P = 0.001)。对于房间B,在完成任务的平均时间方面没有观察到统计学显著差异(分别为26.2秒和23.4秒; P = 0.514)。对于房间A,双眼平均灵敏度每下降1 dB,完成任务的时间增加3.4%(P = 0.001)。青光眼患者在VR环境中进行的基于分配中心的寻路任务中表现明显更差,这表明视野丧失可能会影响与成功寻路相关的空间认知地图的构建。VR环境可能是评估眼科新兴疗法临床试验功能性视觉终点的有用方法。
Wayfinding, the process of determining and following a route between an origin and a destination, is an integral part of everyday tasks. The purpose of this study was to investigate the impact of glaucomatous visual field loss on wayfinding behavior using an immersive virtual reality (VR) environment. This cross-sectional study included 31 glaucomatous patients and 20 healthy subjects without evidence of overall cognitive impairment. Wayfinding experiments were modeled after the Morris water maze navigation task and conducted in an immersive VR environment. Two rooms were built varying only in the complexity of the visual scene in order to promote allocentric-based (room A, with multiple visual cues) versus egocentric-based (room B, with single visual cue) spatial representations of the environment. Wayfinding tasks in each room consisted of revisiting previously visible targets that subsequently became invisible. For room A, glaucoma patients spent on average 35.0 seconds to perform the wayfinding task, whereas healthy subjects spent an average of 24.4 seconds (P = 0.001). For room B, no statistically significant difference was seen on average time to complete the task (26.2 seconds versus 23.4 seconds, respectively; P = 0.514). For room A, each 1-dB worse binocular mean sensitivity was associated with 3.4% (P = 0.001) increase in time to complete the task. Glaucoma patients performed significantly worse on allocentric-based wayfinding tasks conducted in a VR environment, suggesting visual field loss may affect the construction of spatial cognitive maps relevant to successful wayfinding. VR environments may represent a useful approach for assessing functional vision endpoints for clinical trials of emerging therapies in ophthalmology.