scholarly journals Eye-Tracking for Clinical Ophthalmology with Virtual Reality (VR): A Case Study of the HTC Vive Pro Eye’s Usability

Healthcare ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 180
Author(s):  
Alexandra Sipatchin ◽  
Siegfried Wahl ◽  
Katharina Rifai

Background: A case study is proposed to empirically test and discuss the eye-tracking status-quo hardware capabilities and limitations of an off-the-shelf virtual reality (VR) headset with embedded eye-tracking for at-home ready-to-go online usability in ophthalmology applications. Methods: The eye-tracking status-quo data quality of the HTC Vive Pro Eye is investigated with novel testing specific to objective online VR perimetry. Testing was done across a wide visual field of the head-mounted-display’s (HMD) screen and in two different moving conditions. A new automatic and low-cost Raspberry Pi system is introduced for VR temporal precision testing for assessing the usability of the HTC Vive Pro Eye as an online assistance tool for visual loss. Results: The target position on the screen and head movement evidenced limitations of the eye-tracker capabilities as a perimetry assessment tool. Temporal precision testing showed the system’s latency of 58.1 milliseconds (ms), evidencing its good potential usage as a ready-to-go online assistance tool for visual loss. Conclusions: The test of the eye-tracking data quality provides novel analysis useful for testing upcoming VR headsets with embedded eye-tracking and opens discussion regarding expanding future introduction of these HMDs into patients’ homes for low-vision clinical usability.

2020 ◽  
Author(s):  
Alexandra Sipatchin ◽  
Siegfried Wahl ◽  
Katharina Rifai

AbstractBackgroundAdding an eye tracker inside a head-mounted display (HMD) can offer a variety of novel functions in virtual reality (VR). Promising results point towards its usability as a flexible and interactive tool for low vision assessments and research of low vision functional impairment. Visual field (VF) perimetry performed using VR methodologies evidenced a correlation between the reliability of visual field testing in VR and the Humphrey test. The simulation of visual loss in VR is a powerful method used to investigate the impact and the adaptation to visual diseases. The present study presents a preliminary assessment of the HTC Vive Pro Eye for its potential use for these applications.MethodsWe investigated data quality over a wide visual field and tested the effect of head motion. An objective direct end-to-end temporal precision test simulated two different scenarios: the appearance of a pupil inside the eye tracker and a shift in pupil position, known as artificial saccade generator. The technique is low-cost thanks to a Raspberry Pi system and automatic.ResultsThe target position on the screen and the head movement limit the HTC Vive Pro Eye’s usability. All the simulated scenarios showed a system’s latency of 58.1 milliseconds (ms).ConclusionThese results point towards limitations and improvements of the HTC Vive Pro Eye’s status quo for visual loss simulation scenarios and visual perimetry testing.


2019 ◽  
Vol 64 (2) ◽  
pp. 286-308
Author(s):  
El Mehdi Ibourk ◽  
Amer Al-Adwan

Abstract The recent years have witnessed the emergence of new approaches in filmmaking including virtual reality (VR), which is meant to achieve an immersive viewing experience through advanced electronic devices, such as VR headsets. The VR industry is oriented toward developing content mainly in English and Japanese, leaving vast audiences unable to understand the original content or even enjoy this novel technology due to language barriers. This paper examines the impact of the subtitles on the viewing experience and behaviour of eight Arab participants in understanding the content in Arabic through eye tracking technology. It also provides an insight on the mechanism of watching a VR 360-degree documentary and the factors that lead viewers to favour one subtitling mode over the other in the spherical environment. For this end, a case study was designed to produce 120-degree subtitles and Follow Head Immediately subtitles, followed by the projection of the subtitled documentary through an eye tracking VR headset. The analysis of the eye tracking data is combined with post-viewing interviews in order to better understand the viewing experience of the Arab audience, their cognitive reception and the reasons leading to favour one type of subtitles over the other.


2019 ◽  
Vol 12 (1) ◽  
Author(s):  
Viviane Clay ◽  
Peter König ◽  
Sabine U. König

The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in Virtual Reality (VR). VR itself is an emerging technology on the consumer market, which will create many new opportunities in research. It offers a lab environment with high immersion and close alignment with reality. An experiment which is using VR takes place in a highly controlled environment and allows for a more in-depth amount of information to be gathered about the actions of a subject. Techniques for eye tracking were introduced more than a century ago and are now an established technique in psychological experiments, yet recent development makes it versatile and affordable. In combination, these two techniques allow unprecedented monitoring and control of human behavior in semi-realistic conditions. This paper will explore the methods and tools which can be applied in the implementation of experiments using eye tracking in VR following the example of one case study. Accompanying the technical descriptions, we present research that displays the effectiveness of the technology and show what kind of results can be obtained when using eye tracking in VR. It is meant to guide the reader through the process of bringing VR in combination with eye tracking into the lab and to inspire ideas for new experiments.


2006 ◽  
Author(s):  
Georgina Cardenas-Lopez ◽  
Sandra Munoz ◽  
Maribel Gonzalez ◽  
Carmen Ramos
Keyword(s):  

2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


1967 ◽  
Vol 2 (4) ◽  
pp. 509-524 ◽  
Author(s):  
B. J. O. Dudley

In the debate on the Native Authority (Amendment) Law of 1955, the late Premier of the North, Sir Ahmadu Bello, Sardauna of Sokoto, replying to the demand that ‘it is high time in the development of local government systems in this Region that obsolete and undemocratic ways of appointing Emirs’ Councils should close’, commented that ‘the right traditions that we have gone away from are the cutting off of the hands of thieves, and that has caused a lot of thieving in this country. Why should we not be cutting (off) the hands of thieves in order to reduce thieving? That is logical and it is lawful in our tradition and custom here.’ This could be read as a defence against social change, a recrudescence of ‘barbarism’ after the inroads of pax Britannica, and a plea for the retention of the status quo and the entrenched privilege of the political elite.


2021 ◽  
pp. 1-11
Author(s):  
Sati Doganyigit ◽  
Omer Faruk Islim

2021 ◽  
Vol 11 (15) ◽  
pp. 7169
Author(s):  
Mohamed Allouche ◽  
Tarek Frikha ◽  
Mihai Mitrea ◽  
Gérard Memmi ◽  
Faten Chaabane

To bridge the current gap between the Blockchain expectancies and their intensive computation constraints, the present paper advances a lightweight processing solution, based on a load-balancing architecture, compatible with the lightweight/embedding processing paradigms. In this way, the execution of complex operations is securely delegated to an off-chain general-purpose computing machine while the intimate Blockchain operations are kept on-chain. The illustrations correspond to an on-chain Tezos configuration and to a multiprocessor ARM embedded platform (integrated into a Raspberry Pi). The performances are assessed in terms of security, execution time, and CPU consumption when achieving a visual document fingerprint task. It is thus demonstrated that the advanced solution makes it possible for a computing intensive application to be deployed under severely constrained computation and memory resources, as set by a Raspberry Pi 3. The experimental results show that up to nine Tezos nodes can be deployed on a single Raspberry Pi 3 and that the limitation is not derived from the memory but from the computation resources. The execution time with a limited number of fingerprints is 40% higher than using a classical PC solution (value computed with 95% relative error lower than 5%).


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