Keep Your Eyes above the Ball: Investigation of Virtual Reality (VR) Assistive Gaming for Age-Related Macular Degeneration (AMD) Visual Training

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dc.contributor.advisor Wahl, Siegfried (Prof. Dr.)
dc.contributor.author Sipatchin, Alexandra
dc.date.accessioned 2023-11-20T13:11:51Z
dc.date.available 2023-11-20T13:11:51Z
dc.date.issued 2023-11-20
dc.identifier.uri http://hdl.handle.net/10900/147911
dc.identifier.uri http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1479119 de_DE
dc.identifier.uri http://dx.doi.org/10.15496/publikation-89251
dc.description.abstract Humans are beyond all visual beings since most of the outside information is gathered through the visual system. When the aging process starts, visual functional damages become more and more common and the risk of developing visual impairment is higher. Age-related macular degeneration (AMD) is one of the main afflictions that leads to severe damage to the optical system due to the aging process. The ones affected lose the ability to use the central part of vision, essential for accurate visual information processing. Even if less accurate, peripheral vision remains unaffected, hence medical experts have developed training procedures to train patients to use peripheral vision instead to navigate their environment and continue their daily lives. This type of training is called eccentric viewing. However, there are several shortcomings in current approaches, such as not being engaging or individualizable enough nor cost and time-effective. The main scope of this dissertation was to find out if more engaging and individualizable methods can be used for peripheral training of AMD patients. The current work used virtual reality (VR) gaming to deliver AMD training; the first time such an approach was used for eccentric viewing training. In combination with eye-tracking, real-time individualized assistance was also achieved. Thanks to an integrated eye-tracker in the headset, concentric gaze-contingent stimuli were used to redirect the eyes toward an eccentric location. The concentric feature allowed participants to choose freely and individually their peripheral focus point. One study investigated the feasibility a VR system for individualized visual training of ophthalmic patients, two studies investigated two types of peripheral stimuli (three spatial cues and two optical distortions) and the last study was a case study looking into the feasibility of such an approach for a patient with late AMD. Changes in gaze directionality were observed in all the last three studies for one specific spatial cue, a concentric ring. In accordance with the literature, the gaze was directed spontaneously toward the most effective peripheral position. The last study additionally proved gaming feasible for future testing of the elderly AMD population. The current work opened the road to more individualized and engaging interventions for eccentric viewing training for late AMD. en
dc.language.iso en de_DE
dc.publisher Universität Tübingen de_DE
dc.rights ubt-podok de_DE
dc.rights.uri http://tobias-lib.uni-tuebingen.de/doku/lic_mit_pod.php?la=de de_DE
dc.rights.uri http://tobias-lib.uni-tuebingen.de/doku/lic_mit_pod.php?la=en en
dc.subject.classification Visual training , Senile Makuladegeneration , Gaming , Unterstützungstechnologie de_DE
dc.subject.ddc 500 de_DE
dc.subject.other Visual Neuroscience en
dc.subject.other Age-related Macular Degeneration (AMD) en
dc.subject.other Virtual Reality (VR) Gaming en
dc.subject.other Assistive Technology (AT) en
dc.subject.other Rehabilitation en
dc.title Keep Your Eyes above the Ball: Investigation of Virtual Reality (VR) Assistive Gaming for Age-Related Macular Degeneration (AMD) Visual Training en
dc.type PhDThesis de_DE
dcterms.dateAccepted 2023-10-12
utue.publikation.fachbereich Informatik de_DE
utue.publikation.fakultaet 7 Mathematisch-Naturwissenschaftliche Fakultät de_DE
utue.opus.portal ResearchData de_DE
utue.publikation.noppn yes de_DE

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