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Simulation of Oscillopsia in Virtual Reality

PURPOSE: Nystagmus is characterised by involuntary eye movement. A proportion of those with nystagmus experience the world constantly in motion as their eyes move: a symptom known as oscillopsia. Individuals with oscillopsia can be incapacitated and often feel neglected due to limited treatment opti...

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Autores principales: Randall, David, Griffiths, Helen, Arblaster, Gemma, Bjerre, Anne, Fenner, John
Formato: Online Artículo Texto
Lenguaje:English
Publicado: White Rose University Press 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7510383/
https://www.ncbi.nlm.nih.gov/pubmed/32999964
http://dx.doi.org/10.22599/bioj.112
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author Randall, David
Griffiths, Helen
Arblaster, Gemma
Bjerre, Anne
Fenner, John
author_facet Randall, David
Griffiths, Helen
Arblaster, Gemma
Bjerre, Anne
Fenner, John
author_sort Randall, David
collection PubMed
description PURPOSE: Nystagmus is characterised by involuntary eye movement. A proportion of those with nystagmus experience the world constantly in motion as their eyes move: a symptom known as oscillopsia. Individuals with oscillopsia can be incapacitated and often feel neglected due to limited treatment options. Effective communication of the condition is challenging and no tools to aid communication exist. This paper describes a virtual reality (VR) application that recreates the effects of oscillopsia, enabling others to appreciate the condition. METHODS: Eye tracking data was incorporated into a VR oscillopsia simulator and released as a smartphone app – “Nystagmus Oscillopsia Sim VR”. When a smartphone is used in conjunction with a Google Cardboard headset, it presents an erratic image consistent with oscillopsia. The oscillopsia simulation was appraised by six participants for its representativeness. These individuals have nystagmus and had previously experienced oscillopsia but were not currently symptomatic; they were therefore uniquely placed to judge the app. The participants filled in a questionnaire to record impressions and the usefulness of the app. RESULTS: The published app has been downloaded ~3700 times (28/02/2018) and received positive feedback from the nystagmus community. The validation study questionnaire scored the accuracy of the simulation an average of 7.8/10 while its ability to aid communication received 9.2/10. CONCLUSION: The evidence indicates that the simulation can effectively recreate the sensation of oscillopsia and facilitate effective communication of the symptoms associated with the condition. This has implications for communication of other visual conditions.
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spelling pubmed-75103832020-09-29 Simulation of Oscillopsia in Virtual Reality Randall, David Griffiths, Helen Arblaster, Gemma Bjerre, Anne Fenner, John Br Ir Orthopt J Original Article PURPOSE: Nystagmus is characterised by involuntary eye movement. A proportion of those with nystagmus experience the world constantly in motion as their eyes move: a symptom known as oscillopsia. Individuals with oscillopsia can be incapacitated and often feel neglected due to limited treatment options. Effective communication of the condition is challenging and no tools to aid communication exist. This paper describes a virtual reality (VR) application that recreates the effects of oscillopsia, enabling others to appreciate the condition. METHODS: Eye tracking data was incorporated into a VR oscillopsia simulator and released as a smartphone app – “Nystagmus Oscillopsia Sim VR”. When a smartphone is used in conjunction with a Google Cardboard headset, it presents an erratic image consistent with oscillopsia. The oscillopsia simulation was appraised by six participants for its representativeness. These individuals have nystagmus and had previously experienced oscillopsia but were not currently symptomatic; they were therefore uniquely placed to judge the app. The participants filled in a questionnaire to record impressions and the usefulness of the app. RESULTS: The published app has been downloaded ~3700 times (28/02/2018) and received positive feedback from the nystagmus community. The validation study questionnaire scored the accuracy of the simulation an average of 7.8/10 while its ability to aid communication received 9.2/10. CONCLUSION: The evidence indicates that the simulation can effectively recreate the sensation of oscillopsia and facilitate effective communication of the symptoms associated with the condition. This has implications for communication of other visual conditions. White Rose University Press 2018-06-19 /pmc/articles/PMC7510383/ /pubmed/32999964 http://dx.doi.org/10.22599/bioj.112 Text en Copyright: © 2018 The Author(s) http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. See http://creativecommons.org/licenses/by/4.0/.
spellingShingle Original Article
Randall, David
Griffiths, Helen
Arblaster, Gemma
Bjerre, Anne
Fenner, John
Simulation of Oscillopsia in Virtual Reality
title Simulation of Oscillopsia in Virtual Reality
title_full Simulation of Oscillopsia in Virtual Reality
title_fullStr Simulation of Oscillopsia in Virtual Reality
title_full_unstemmed Simulation of Oscillopsia in Virtual Reality
title_short Simulation of Oscillopsia in Virtual Reality
title_sort simulation of oscillopsia in virtual reality
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7510383/
https://www.ncbi.nlm.nih.gov/pubmed/32999964
http://dx.doi.org/10.22599/bioj.112
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