Efficacy of Enhancing Low Vision Mobility thru Visual Training in Virtual World
Efficacy of Enhancing Low Vision Mobility thru Visual Training in Virtual World
批准号:
8133844
负责人:
LEI LIU
金额:
$14.06万
依托单位国家:
美国
项目类别:
财政年份:
2010
资助国家:
美国
项目状态:
已结题
起止时间:
2010-09-01 至 2013-05-31
关键词:
AddressAuditoryBlindnessClientComplexComputersDataDevelopmentDevicesDistantEducational CurriculumEnvironmentEvaluationEventEyeGoalsLeadLearningLifeMotorOutputParticipantPatientsPerformancePersonsPreparationProtocols documentationRandomizedRecruitment ActivityRehabilitation therapySafetyScheduleSensorySignal TransductionSimulateStagingSupervisionSystemTechniquesTechnologyTestingTrainingTravelUniversitiesVisionVision researchVisualVisual impairmentWalkingbasecostcost efficientdesignevidence baseexperienceimprovedinstructorinterestmeetingsprimary outcomepublic health relevancesatisfactionskill acquisitionskillsvirtualvirtual realityvision aidvisual informationvisual search
中文摘要
描述(由申请者提供):NEI的国家视力和视力研究计划已将视力低下和失明康复确定为视力研究中最紧迫的需求和机会之一。由于目前大多数低视力(LV)患者都有可用视力,LV康复的一个重要方面是最大限度地利用患者剩余的视力。视觉技能在诸如在繁忙的街道上独立旅行这样的任务中尤其重要,在这些任务中,遥远、快速变化的事件直接影响患者的任务效率和安全。患者必须学习新的信息获取技能,以补偿他们受损的视力。目前LV对这类技能的培训是在真实的街道上以一对一的培训者/实习生课程进行的。然而,这种培训方式通常不会使患者接触到他们需要处理的所有情况,通常不会提供有助于学习的任务难度和可重复条件的分级水平,并且由于LV培训师和LV培训师的短缺和成本高昂,无法满足大多数LV患者的需求。虚拟现实(VR)技术的进步使构建能够逼真模拟复杂、动态的多感官环境的VR系统成为可能,并使其负担得起,从而有助于左心室的康复。然而,将VR技术应用于LV康复最重要的第一步是确定LV人的视觉体验是否可以转移到现实世界中。只有当视觉技能的正向迁移得到确认时,才有必要随后开发全面的VR训练系统,用于LV康复的各个方面。拟议研究的目的是完成这第一步。从标准的定向和移动课程中选择了一套视觉技能来研究虚拟体验转移,这是一项最具视觉挑战性的任务,穿越了信号控制的街道。现有技术将用于构建基于台式计算机的VR模拟器,该模拟器可以生成虚拟街道交叉口场景,其中包含练习要学习的技能所需的视觉和听觉信息。将从一所大学的LV康复设施招聘48名LV人员。他们将被随机分配到在真实的、虚拟的或没有街道的十字路口练习选定的视觉技能。他们的技能水平将在计划训练之前、之后和一个月后的真实交叉口进行评估。感兴趣的主要结果是三组培训前和培训后评估之间的视觉技能的平均变化。还将收集和分析视觉功能、视觉搜索性能、虚拟现实中的临场感、任务难度的主观评级以及培训课程的有用性和满意度的数据。长期目标是开发交互式VR培训系统,该系统具有多个感觉和运动输入输出模块,并整合了LV康复专业的集体经验。在LV课程中加入这样的系统,可以极大地提高LV康复的可负担性、可及性、效率和范围。
与公共卫生相关:低视力患者很难及时获得足够的视觉信息,以便执行具有挑战性的日常任务,如独立和安全地穿过繁忙的街道。虚拟现实技术的进步为训练低视力患者更有效地使用剩余视力提供了潜在的平台,但关键问题始终是患者在虚拟世界中的视觉体验能否转移到现实世界中。这项拟议的研究旨在为这个问题提供明确的答案。
英文摘要
DESCRIPTION (provided by applicant): NEI's National Plan for Eye and Vision Research has identified Low Vision and Blindness Rehabilitation as one of the most pressing needs and opportunities in vision research. Since most low vision (LV) patients nowadays have useable vision, an important aspect of LV rehabilitation is to maximize the use of the patient's remaining vision. Visual skills are especially important in tasks such as traveling independently through busy streets, in which distant, rapidly changing events have direct impact on the patient's task efficiency and safety. The patient has to learn new information acquisition skills to compensate for their impaired vision. Current LV training for such skills is done on real streets in a one-on-one, trainer/trainee sessions. This way of training, however, usually does not expose clients to all the circumstances that they need to deal with, usually does not provide graded levels of task difficulty and repeatable conditions that facilitate learning, and cannot meet the needs of the majority of LV patients because of the shortage and the high cost of LV trainers and. The advances of virtual reality (VR) technology have made it possible and affordable to build VR systems that can realistically simulate complex and dynamic multi-sensory environments to facilitate LV rehabilitation. However, the most important first step in applying VR technologies to LV rehabilitation is to determine whether the visual experiences of a LV person can be transferred to the real world. Only when a positive transfer of visual skills is confirmed, can subsequent development of comprehensive VR training systems for all aspects of LV rehabilitation become worthwhile. The purpose of the proposed study is to accomplish this first step. A set of visual skills for a most visually challenging task, crossing a signal-controlled street, are selected from standard orientation and mobility curriculum to study virtual experience transfer. Existing technology will be used to build a desktop computer based VR simulator that can generate virtual street intersection scenarios that contain visual and auditory information required for practicing the skills to be studied. Forty-eight LV persons will be recruited from a university LV rehabilitation facility. They will be randomly assigned to practicing the selected visual skills at real, virtual or no street intersections. Their skill levels will be evaluated at real intersections before, immediately after and one month after their scheduled trainings. The primary outcome of interest is the mean change of visual skills between pre- and post-training evaluations in the three groups. Data of visual functions, visual search performance, the sense of presence in VR, subjective rating of task difficulties, and the usefulness and satisfaction of the training sessions will also be collected and analyzed. The long-term goal is to develop interactive VR training systems that have multiple sensory and motor input and output modules and that incorporate the collective experiences of the LV rehabilitation profession. Adding such systems to LV curriculum can greatly improved the affordability, accessibility, efficiency and the scope of LV rehabilitation.
PUBLIC HEALTH RELEVANCE: Low vision patients have difficulty acquiring sufficient visual information in a timely manner for the purpose of performing challenging daily tasks, such as traveling independently and safely through busy streets. The advance of virtual reality techniques has provided a potential platform for training low vision patients to use their remaining vision more efficiently, but the key issue is always whether the patient's visual experiences in a virtual world can be transferred to the real world. The proposed study is designed to provide definite answer to this question.
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