Cargando…

Recognition of a Virtual Scene via Simulated Prosthetic Vision

In order to effectively aid the blind with optimal low-resolution vision and visual recovery training, pathfinding and recognition tests were performed using a simulated visual prosthetic scene. Simple and complex virtual scenes were built using 3DMAX and Unity, and pixelated to three different reso...

Descripción completa

Detalles Bibliográficos
Autores principales: Zhao, Ying, Geng, Xiulin, Li, Qi, Jiang, Guangqi, Gu, Yu, Lv, Xiaoqi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5641342/
https://www.ncbi.nlm.nih.gov/pubmed/29067286
http://dx.doi.org/10.3389/fbioe.2017.00058
_version_ 1783271205519753216
author Zhao, Ying
Geng, Xiulin
Li, Qi
Jiang, Guangqi
Gu, Yu
Lv, Xiaoqi
author_facet Zhao, Ying
Geng, Xiulin
Li, Qi
Jiang, Guangqi
Gu, Yu
Lv, Xiaoqi
author_sort Zhao, Ying
collection PubMed
description In order to effectively aid the blind with optimal low-resolution vision and visual recovery training, pathfinding and recognition tests were performed using a simulated visual prosthetic scene. Simple and complex virtual scenes were built using 3DMAX and Unity, and pixelated to three different resolutions (32 × 32, 64 × 64, and 128 × 128) for real-time pixel processing. Twenty subjects were recruited to complete the pathfinding and object recognition tasks within the scene. The recognition accuracy and time required were recorded and analyzed after the trials. In the simple simulated prosthetic vision (SPV) scene, when the resolution was increased from 32 × 32 to 48 × 48, the object recognition time decreased from 92.19 ± 6.97 to 43.05 ± 6.08 s, and the recognition accuracy increased from 51.22 ± 8.53 to 85.52 ± 4.93%. Furthermore, the number of collisions decreased from 10.00 ± 2.31 to 3.00 ± 0.68. When the resolution was increased from 48 × 48 to 64 × 64, the object recognition time further decreased from 43.05 ± 6.08 to 19.46 ± 3.71 s, the recognition accuracy increased from 85.52 ± 4.93 to 96.89 ± 2.06%, and the number of collisions decreased from 3.00 ± 0.68 to 1.00 ± 0.29. In complex scenes, the time required to recognize the room type decreased from 115.00 ± 23.02 to 68.25 ± 17.23 s, and object recognition accuracy increased from 65.69 ± 9.61 to 80.42 ± 7.70% when the resolution increased from 48 × 48 to 64 × 64. When the resolution increased from 64 × 64 to 128 × 128, the time required to recognize the room type decreased from 68.25 ± 17.23 to 44.88 ± 9.94 s, and object recognition accuracy increased from 80.42 ± 7.71 to 85.69 ± 7.39%. Therefore, one can conclude that there are correlations between pathfinding and recognition. When the resolution increased, the time required for recognition decreased, the recognition accuracy increased, and the number of collisions decreased. Although the subjects could partially complete the recognition task at a resolution of 32 × 32, the recognition time was too long and recognition accuracy was not good enough to identify simple scenes. Complex scenes required a resolution of at least 48 × 48 for complete recognition. In addition, increasing the resolution shortened the time required to identify the type of room, and improved the recognition accuracy.
format Online
Article
Text
id pubmed-5641342
institution National Center for Biotechnology Information
language English
publishDate 2017
publisher Frontiers Media S.A.
record_format MEDLINE/PubMed
spelling pubmed-56413422017-10-24 Recognition of a Virtual Scene via Simulated Prosthetic Vision Zhao, Ying Geng, Xiulin Li, Qi Jiang, Guangqi Gu, Yu Lv, Xiaoqi Front Bioeng Biotechnol Bioengineering and Biotechnology In order to effectively aid the blind with optimal low-resolution vision and visual recovery training, pathfinding and recognition tests were performed using a simulated visual prosthetic scene. Simple and complex virtual scenes were built using 3DMAX and Unity, and pixelated to three different resolutions (32 × 32, 64 × 64, and 128 × 128) for real-time pixel processing. Twenty subjects were recruited to complete the pathfinding and object recognition tasks within the scene. The recognition accuracy and time required were recorded and analyzed after the trials. In the simple simulated prosthetic vision (SPV) scene, when the resolution was increased from 32 × 32 to 48 × 48, the object recognition time decreased from 92.19 ± 6.97 to 43.05 ± 6.08 s, and the recognition accuracy increased from 51.22 ± 8.53 to 85.52 ± 4.93%. Furthermore, the number of collisions decreased from 10.00 ± 2.31 to 3.00 ± 0.68. When the resolution was increased from 48 × 48 to 64 × 64, the object recognition time further decreased from 43.05 ± 6.08 to 19.46 ± 3.71 s, the recognition accuracy increased from 85.52 ± 4.93 to 96.89 ± 2.06%, and the number of collisions decreased from 3.00 ± 0.68 to 1.00 ± 0.29. In complex scenes, the time required to recognize the room type decreased from 115.00 ± 23.02 to 68.25 ± 17.23 s, and object recognition accuracy increased from 65.69 ± 9.61 to 80.42 ± 7.70% when the resolution increased from 48 × 48 to 64 × 64. When the resolution increased from 64 × 64 to 128 × 128, the time required to recognize the room type decreased from 68.25 ± 17.23 to 44.88 ± 9.94 s, and object recognition accuracy increased from 80.42 ± 7.71 to 85.69 ± 7.39%. Therefore, one can conclude that there are correlations between pathfinding and recognition. When the resolution increased, the time required for recognition decreased, the recognition accuracy increased, and the number of collisions decreased. Although the subjects could partially complete the recognition task at a resolution of 32 × 32, the recognition time was too long and recognition accuracy was not good enough to identify simple scenes. Complex scenes required a resolution of at least 48 × 48 for complete recognition. In addition, increasing the resolution shortened the time required to identify the type of room, and improved the recognition accuracy. Frontiers Media S.A. 2017-10-10 /pmc/articles/PMC5641342/ /pubmed/29067286 http://dx.doi.org/10.3389/fbioe.2017.00058 Text en Copyright © 2017 Zhao, Geng, Li, Jiang, Gu and Lv. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Bioengineering and Biotechnology
Zhao, Ying
Geng, Xiulin
Li, Qi
Jiang, Guangqi
Gu, Yu
Lv, Xiaoqi
Recognition of a Virtual Scene via Simulated Prosthetic Vision
title Recognition of a Virtual Scene via Simulated Prosthetic Vision
title_full Recognition of a Virtual Scene via Simulated Prosthetic Vision
title_fullStr Recognition of a Virtual Scene via Simulated Prosthetic Vision
title_full_unstemmed Recognition of a Virtual Scene via Simulated Prosthetic Vision
title_short Recognition of a Virtual Scene via Simulated Prosthetic Vision
title_sort recognition of a virtual scene via simulated prosthetic vision
topic Bioengineering and Biotechnology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5641342/
https://www.ncbi.nlm.nih.gov/pubmed/29067286
http://dx.doi.org/10.3389/fbioe.2017.00058
work_keys_str_mv AT zhaoying recognitionofavirtualsceneviasimulatedprostheticvision
AT gengxiulin recognitionofavirtualsceneviasimulatedprostheticvision
AT liqi recognitionofavirtualsceneviasimulatedprostheticvision
AT jiangguangqi recognitionofavirtualsceneviasimulatedprostheticvision
AT guyu recognitionofavirtualsceneviasimulatedprostheticvision
AT lvxiaoqi recognitionofavirtualsceneviasimulatedprostheticvision