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Wayfinding and Glaucoma: A Virtual Reality Experiment.

Abstract 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.
PMID
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Authors

Mayor MeshTerms

Computer Simulation

Keywords
Journal Title investigative ophthalmology & visual science
Publication Year Start




PMID- 28687845
OWN - NLM
STAT- MEDLINE
DA  - 20170708
DCOM- 20170714
LR  - 20170714
IS  - 1552-5783 (Electronic)
IS  - 0146-0404 (Linking)
VI  - 58
IP  - 9
DP  - 2017 Jul 01
TI  - Wayfinding and Glaucoma: A Virtual Reality Experiment.
PG  - 3343-3349
LID - 10.1167/iovs.17-21849 [doi]
AB  - Purpose: 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. Methods:
      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.
      Results: 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. Conclusions:
      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.
FAU - Daga, Fabio B
AU  - Daga FB
AD  - Visual Performance Laboratory, University of California San Diego, La Jolla,
      California, United States.
FAU - Macagno, Eduardo
AU  - Macagno E
AD  - Division of Biological Sciences, University of California San Diego, La Jolla,
      California, United States 3Department of Bioengineering, University of California
      San Diego, La Jolla, California, United States.
FAU - Stevenson, Cory
AU  - Stevenson C
AD  - Division of Biological Sciences, University of California San Diego, La Jolla,
      California, United States 3Department of Bioengineering, University of California
      San Diego, La Jolla, California, United States.
FAU - Elhosseiny, Ahmed
AU  - Elhosseiny A
AD  - Visual Performance Laboratory, University of California San Diego, La Jolla,
      California, United States 4California Institute for Telecommunications and
      Information Technology (Calit2), University of California San Diego, La Jolla,
      California, United States.
FAU - Diniz-Filho, Alberto
AU  - Diniz-Filho A
AD  - Visual Performance Laboratory, University of California San Diego, La Jolla,
      California, United States.
FAU - Boer, Erwin R
AU  - Boer ER
AD  - Visual Performance Laboratory, University of California San Diego, La Jolla,
      California, United States.
FAU - Schulze, Jurgen
AU  - Schulze J
AD  - California Institute for Telecommunications and Information Technology (Calit2), 
      University of California San Diego, La Jolla, California, United States
      5Department of Computer Science and Engineering, University of California San
      Diego, La Jolla, California, United States.
FAU - Medeiros, Felipe A
AU  - Medeiros FA
AD  - Visual Performance Laboratory, University of California San Diego, La Jolla,
      California, United States.
LA  - eng
GR  - R01 EY021818/EY/NEI NIH HHS/United States
GR  - R21 EY025056/EY/NEI NIH HHS/United States
PT  - Journal Article
PL  - United States
TA  - Invest Ophthalmol Vis Sci
JT  - Investigative ophthalmology & visual science
JID - 7703701
SB  - IM
MH  - Aged
MH  - Aged, 80 and over
MH  - Case-Control Studies
MH  - *Computer Simulation
MH  - Cross-Sectional Studies
MH  - Diagnosis, Computer-Assisted/*methods
MH  - Female
MH  - Glaucoma/*complications
MH  - Humans
MH  - Male
MH  - Neuropsychological Tests
MH  - Psychomotor Performance/*physiology
MH  - Regression Analysis
MH  - Space Perception/*physiology
MH  - Spatial Behavior/physiology
MH  - User-Computer Interface
MH  - Vision Disorders/diagnosis/etiology/*physiopathology
MH  - Visual Fields/physiology
PMC - PMC5499646
EDAT- 2017/07/09 06:00
MHDA- 2017/07/15 06:00
CRDT- 2017/07/09 06:00
AID - 2643334 [pii]
AID - 10.1167/iovs.17-21849 [doi]
PST - ppublish
SO  - Invest Ophthalmol Vis Sci. 2017 Jul 1;58(9):3343-3349. doi:
      10.1167/iovs.17-21849.