Article
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Preserved in Portico This version is not peer-reviewed
Technologies Supporting Screening Oculomotor Problems: Challenges for Virtual Reality
Version 1
: Received: 16 May 2023 / Approved: 17 May 2023 / Online: 17 May 2023 (05:11:38 CEST)
A peer-reviewed article of this Preprint also exists.
Dæhlen, A.; Heldal, I.; Ali, Q. Technologies Supporting Screening Oculomotor Problems: Challenges for Virtual Reality. Computers 2023, 12, 134. Dæhlen, A.; Heldal, I.; Ali, Q. Technologies Supporting Screening Oculomotor Problems: Challenges for Virtual Reality. Computers 2023, 12, 134.
Abstract
Oculomotor Dysfunctions (OMDs) are problems with eye-musculature relating to coordination and accuracy of eye movements. Eye-tracking (ET) technologies show great promise in the identification of OMDs. Current computer technologies for vision screening are specialized devices or laptop based technologies with limited by screen size and the inability to measure depth. In this experimental study, we examine the possibilities of immersive virtual reality (VR) technologies for increased user experiences, presence, immersiveness, and the use of serious games. Further results of an experimental study present increased interest in VR-based screening, its ability to focus better, and aspects motivating for its use, despite the actual limitations of current technologies. These limitations currently include lower performance and confidence in results of the used HMDs. Some users also describe being more focused when screening in VR, free from outside distractions. Using serious games for screening in VR is also estimated to have great potential for developing a more robust vision screening tool, especially for younger children.
Keywords
Eye-tracking; Head Mounted Display; Presence; Immersiveness; Oculomotor Dysfunction
Subject
Computer Science and Mathematics, Computer Vision and Graphics
Copyright: This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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