scholarly journals Simultaneous assessment of posture and saccadic eye movement with visual stimuli using head‐mounted display virtual reality technology in healthy older adults

2021 ◽  
Vol 17 (S11) ◽  
Author(s):  
Yu Imaoka ◽  
Andri Flury ◽  
Eling Douwe de Bruin
Healthcare ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 104 ◽  
Author(s):  
Youngkeun Lee ◽  
Yadav Sunil Kumar ◽  
Daehyeon Lee ◽  
Jihee Kim ◽  
Junggwon Kim ◽  
...  

Saccadic eye movement is an important ability in our daily life and is especially important in driving and sports. Traditionally, the Developmental Eye Movement (DEM) test and the King–Devick (K-D) test have been used to measure saccadic eye movement, but these only involve measurements with “adjusted time”. Therefore, a different approach is required to obtain the eye movement speed and reaction rate in detail, as some are rapid eye movements, while others are slow actions, and vice versa. This study proposed an extended method that can acquire the “rest time” and “transfer time”, as well as the “adjusted time”, by implementing a virtual reality-based DEM test, using a FOVE virtual reality (VR) head-mounted display (HMD), equipped with an eye-tracking module. This approach was tested in 30 subjects with normal vision and no ophthalmologic disease by using a 2-diopter (50-cm) distance. This allowed for measurements of the “adjusted time” and the “rest time” for focusing on each target number character, the “transfer time” for moving to the next target number character, and recording of the gaze-tracking log. The results of this experiment showed that it was possible to analyze more parameters of the saccadic eye movement with the proposed method than with the traditional methods.


2020 ◽  
Vol 9 (3) ◽  
pp. 227-236 ◽  
Author(s):  
Aijse W. de Vries ◽  
Jente Willaert ◽  
Ilse Jonkers ◽  
Jaap H. van Dieën ◽  
Sabine M.P. Verschueren

2020 ◽  
Vol 57 (3) ◽  
pp. 102105 ◽  
Author(s):  
Steven Baker ◽  
Jenny Waycott ◽  
Elena Robertson ◽  
Romina Carrasco ◽  
Barbara Barbosa Neves ◽  
...  

2019 ◽  
Vol 10 (4) ◽  
pp. 241-249 ◽  
Author(s):  
Tansel Tepe ◽  
Devkan Kaleci ◽  
Hakan Tüzün

In this study, a virtual reality fire drill application was developed with Head-Mounted Display virtual reality technology for university students. The aim of the study is to evaluate the integration process of this virtual reality application into authentic learning environments in terms of student opinions. Case study methodology was used in the study. The results show that this technology provides useful and permanent learning, practice opportunity to students, and this technology increases the motivation and engagement to the courses as well. It has been pointed out by the students that this technology should be used as a practice environment after the theoretical courses in authentic learning environments because this technology can save time and prevent cost lost in addition to avoiding risk factors. The physical environment of the classes can be improved and wireless virtual reality goggles can be used for using this technology, more effectively and efficiently as a course support material in authentic learning environments. Keywords: Virtual reality; Head-Mounted Display; virtual fire drill; authentic learning environments


2020 ◽  
Vol 35 (6) ◽  
pp. 978-978
Author(s):  
Williams L ◽  
Coldiron A ◽  
Sandlin A ◽  
Flores E ◽  
Flair J ◽  
...  

Abstract Objective Neuropsychologists are using virtual reality to simulate everyday activities in order to increase ecological validity in neuropsychological assessments (Kane & Parsons, 2017). However, relatively little is known about the extent to which comfort with computers and analog tasks influences older adults’ performance on virtual reality-based tasks. Methods Healthy older adults (N = 42) rated how comfortable they are with computers and cooking meals in daily life and completed the Virtual Kitchen Protocol, a measure of procedural learning and memory for meal preparation tasks. Results Both higher comfort with cooking meals in a real kitchen and higher comfort with computers were associated with better learning, immediate recall, and delayed recall of the procedural task in virtual reality. However, comfort with computers did not explain a significant amount of variance in performance beyond comfort cooking in a real kitchen. Conclusion While both comfort with computers and analog versions of tasks may relate to older adults’ learning and memory in virtual reality, performance may be primarily related to analog abilities.


2021 ◽  
Author(s):  
David Healy ◽  
Aisling Flynn ◽  
Owen Conlan ◽  
Jenny McSharry ◽  
Jane Walsh

BACKGROUND Immersive virtual reality (IVR) can be defined as fully computer-generated environments that are displayed through a head-mounted display. Existing research suggests that key features of IVR can assist older adults in their everyday lives–providing opportunities in health promotion and tackling social isolation and loneliness. There has been a surge in the number of qualitative studies exploring older adults’ experiences and perceptions of IVR. However, there has been no systematic synthesis of these studies to inform the design of new, more accessible IVR technologies. OBJECTIVE The objective of this study was to systematically review and synthesize qualitative studies exploring older adults’ experiences and perceptions of IVR. METHODS A systematic review and thematic synthesis was conducted following the ENTREQ guidelines. Two reviewers completed title and abstract screening, full-text screening, data extraction and quality appraisal. Thematic synthesis is derived from the qualitative method, thematic analysis. It involves three key steps: initial coding and grouping of these codes, the formation of descriptive themes from these codes and finally, going beyond the data to form novel insights and theories known as analytical themes. Confidence in the evidence was assessed using the GRADE-CERQual approach. RESULTS Thirteen studies were included in the final synthesis, consisting of 224 participants ranging across nine countries and five continents. Confidence in the evidence ranged from high to moderate. Four descriptive themes were generated: (1) facilitating IVR interactions, (2) experiencing unique features of IVR, (3) perceptions of IVR and (4) accounts of agency in IVR. The findings from the descriptive themes suggested that there are several improvements that need to be made to existing IVR devices to greater facilitate older adults’ use of this technology. However, despite this, older adults’ responses to IVR were generally positive. Three analytical themes were then generated: (1) tolerating the bad to experience the good, (2) buying in to IVR: don’t judge a book by its cover and (3) “it proves to me I can do it”. The analytical themes illustrated that older adults were willing to tolerate discomforts that accompany existing IVR technologies to experience features such as immersive social networking experiences, there was a discrepancy between older adults’ perceptions of IVR prior to use–which were generally negative–and after use–which were generally positive–and, IVR provided a platform for older adults to access certain activities and environments more easily than in the real world due to limitations caused by ageing. CONCLUSIONS This review highlights the need to overcome initial negative views of IVR and perceived barriers to use by emphasizing the unique ability of IVR to increase older adults’ agency through features such as presence, immersion, and embodiment, which in turn offer new opportunities to take part in meaningful activities tailored to their needs and preferences. INTERNATIONAL REGISTERED REPORT RR2-10.1177%2F16094069211009682


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