Low Vision and Virtual Reality : Preliminary Work

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1 Low Vision and Virtual Reality : Preliminary Work Vic Baker West Virginia University, Morgantown, WV 26506, USA Key Words: low vision, blindness, visual field, virtual reality Abstract: THE VIRTUAL EYE CHART: LOW VISION AND VIRTUAL REALITY PRELIMINARY WORK THE PROBLEM : HOW DOES VIRTUAL REALITY AFFECT HUMAN VISUAL PERCEPTION FOR STANDARD VISION TESTS? With the rapid growth of research in virtual reality and virtual environments, we seem to have overlooked the fundamental issue of how human visual perception changes during the course of a lifetime. It is beneficial to conduct a study on the relationship of virtual reality technology and human vision by conducting a series of vision tests that are given to people with various levels of vision. The importance if this research can be qualified by asking how a person with a dominant eye perceives depth perception in a virtual environment. Another question of how the eye perceives color will be addressed in an attempt to learn if the hardware used in viewing virtual environments has a possible impact on perception. The focus of this study is to create a battery of virtual reality tests that are based on standard vision tests. These tests are designed to test color blindness, visual fields, and depth perception and through this research it is hoped that an understanding of how the human eyes are affected by virtual reality technology can be achieved. Testing Scenario for Depth Perception The ability to perceive depth in a virtual environment will serve as the foundation for this experiment. Without some level of depth perception, immersion into virtual environments will suffer. The ideal situation for depth perception is to have some level of vision in both eyes, which in turn allows the brain to perceive object location and depth. One of the primary areas of this research is to study how the shutter glasses affect a person with a dominant eye. In common, day-to-day living, people with a severely dominant eye will typically only use the dominant eye. The weaker eye will often close since the dominant eye takes control. In a virtual environment, does the weaker eye actually become stimulated to a certain degree? Does the weaker eye begin to work harder to maintain some level of depth perception?

2 In order to determine if a user has depth perception it will be necessary to immerse the person into a virtual environment and have the user verify that certain objects appear closer than others. This can be done in a variety of ways such as a flying windows or star field approach, or by having a user walk around in a virtual environment and be told to jump over obstacles. It is imperative that the tests for depth perception be simple and effective. Testing Scenario for Color Blindness A common vision test deals with color blindness. A popular method for determining if a person has color blindness is to take a set of sugar cube sized blocks that are the same hue but have different levels of saturation. The objective of this exam is to scramble the order of the cubes and have the person arrange the cubes according to the level of saturation. The test is commonly done using block sets of red, green, and blue. The color blindness test will be done by creating a VE version of the standard test. The person will be presented with a set of blocks on the ImmersaDesk display and must use the wand to arrange the cubes according to the level of saturation. This test will be given in both mono and stereo to compare the results. By giving the test in both mono and stereo it is hoped to determine if color perception is altered in any fashion by using the VR glasses. The mono test will not require the VR glasses while the stereo test will require the glasses. Testing Scenario for Visual Field The visual field test can be used to map out the limits of peripheral vision as well as any blind spots that lie within the visual field. By constructing a virtual visual field test it will be possible to simulate the real world exam and hopefully gain insight regarding depth perception in virtual environments. To simulate the visual field test we will construct a view volume that is comparable to the real world test and have points illuminate within the view volume. The participant must focus on a stationary point and use only peripheral vision to view the flashing points. This test will require depth perception. 1. Background Low vision and virtual reality may seem to be completely unrelated and quite honestly, absurd on first impression. However, if we look into the topics more closely, we can easily see that these two are in fact quite intimate. With the popularity that virtual reality is gaining, have we overlooked a very fundamental issue of how the human eye ages? Will the virtual environments that are created today be useable by the same people that created them, some 20 or 40 years later? From personal experience of dealing with Retinitis Pigmentosa (RP), I know first hand how low vision can affect a person s life. Many adjustments to living style may occur some are quite obvious, such as not driving after dark. Others are not as obvious, such as not ordering from the buffet at a restaurant because of an unfamiliarity with the layout of the restaurant OR dreading to be seated in an area that requires you to walk up dimly lit

3 steps. By experiencing a virtual walkthrough of unfamiliar terrain it could be possible to overcome accidents and injuries that would ve been prevented if low vision didn t exist. Here is the connection between low vision and virtual reality can we use VR to help people with low vision? Realizing it is a broad question, the answers and potential uses of VR for low vision are equally as broad, 1. Develop an understanding of how the eye perceives objects displayed in VR 2. Build virtual environments of various physical locations (floor plan, city block, etc) and have people experience the VE without prior experience of the actual location that was modeled. 3. Can the technology evolving due to VR research be harnessed to empower people with low vision? I ve implemented a battery of basic vision tests based on my experience with RP. These tests are preliminary measures to warrant further investigation and they serve as a solid foundation for continued research. In conducting this initial study, I ve created three tests that are designed to test depth perception, color blindness, and visual field. These tests are the initial steps in learning how people with low vision could benefit from advances in virtual reality research. 2. Terminology I ll provide some definitions. Low Vision is loosely defined as varying degrees of vision impairment, including legal blindness (as defined by 20 degree field of vision), color blindness, night blindness, extreme need for corrective lenses, or a severely dominant eye. Visual Field is defined as the perimeter of sight that a person has when focused at a point in front of them. The average person has a peripheral field of about 180 degrees (left to right). The author has a peripheral field of roughly 60 degrees. Color Blindness (loosely defined) is when a person can not distinguish between various hues, or to a lesser extent, saturation levels of the same hue. 3. Designing the Tests This section will provide background information about the vision tests as well as how they were implemented on an ImmersaDesk. 3.1 Basis for Test Design In choosing the vision tests, I was looking for tests that could be done with the current level of pixel resolution that is afforded to us via the ImmersaDesk. The tests needed to be less detail specific and more subjective in nature since the current level of resolution does not realistically mimic real world situations. The tests that were chosen for this initial study were based on three basic principles : depth perception, color blindness, and visual field. It is felt that by testing according to these guidelines, useful

4 results could be acquired in order to compare how stereo vision (using Crystal Eyes viewing a stereo projection) compares to mono vision (no Crystal Eyes and user views a mono projection). 3.2 Depth Perception Why would depth perception be among the first tests for determining if virtual reality technology can help people with low vision? The answer is fairly obvious in that in order to gain the most potential out of this new technology, a person must be able to perceive depth. Depth perception can be achieved even if a person has only one good eye. Similar to real life, if a person is using only one eye to see, there must be more head movement in order to gain a sense of depth but it can be achieved. In this case, people with a severely dominant eye can also benefit from virtual reality hardware, such as the Crystal Eyes glasses. For some of the test participants this was their first experience with a stereographic interactive virtual reality system and this initial test doubled as a means for them to familiarize themselves with the display and the interface for manipulating the objects. The depth perception test was based on a film technique known as forced perspective. In filmmaking, forced perspective is when objects in the foreground appear much larger than objects in the distance. This trick is used to portray scenes such as a giant and a regular size person interacting in the same scene. In designing the depth perception test, it was determined that a simple approach needed to be taken. The test was actually comprised of four cubes of differing sizes that were displayed on the ImmersaDesk. The cubes had differing X, Y, Z values and the goal of this test was to have the user arrange the cubes so that from the user s vantage point, all the cubes appeared to be the same size (as in perspective foreshortening). 3.3 Color Blindness The test for color blindness is based on my experience at Johns Hopkins Wilmer Eye Clinic located in Baltimore, MD. During my visits to the Clinic, I was subjected to an onslaught of vision tests in order to map the progression of RP in my eyes. One of the basic tests was to determine if color blindness was evident. The actual test is given to the patient in the form of small cylindrical objects measuring roughly 0.5 diameter and 0.25 in height. The objects can all be of the same hue with differing levels of saturation or they can span two hues (blue to green, for example). The objects are presented to the patient in a scrambled order and that patient is asked to align the objects in a certain order (based on saturation or on a color variant such as most green to most blue). By taking the real world test with objects of the same hue and differing levels of saturation, it made sense to adapt the test for an immersive display system such as the ImmersaDesk. This test also made practical sense in that it was less detail specific and much more subjective.

5 Figure 1: Color Blindness Test 3.4 Visual Field There are many useful tests for determining a person s level of vision, but perhaps one of the most revealing is the peripheral vision test. When a person takes this test at the eye doctor s office, they undergo a process of having their pupils dilated and then they typically wear a blindfold over their eyes until testing begins. The patient is then led into a small, dark room and the technician removes the blindfold and the patient must wear an eye patch over one eye. The test preparation continues as the patient places their head in a small hemispherical chamber and the technician asks that the patient focus on a small dot located directly in front of the patient. The technician then begins the test that will display a series of dot flashes on the hemisphere. As the test begins, these dots will appear randomly around the hemisphere and the patient must click on a handheld device to let the system know that they saw the dot. As the test progresses, the computer can generate a map of the person s visual field based on which dots were recorded as visible by the patient. The test is then repeated for the second eye. The visual field test not only maps out the limits of the person s peripheral field, but also any blind spots that lie within a patient s visual field. Figure 2: Visual Field Test

6 4. Implementing the Tests on the ImmersaDesk Once it was decided which tests were to be used during this survey, the next step was to code the tests up for use on the ImmersaDesk. The tests were created using OpenGL and made calls to the CAVE libraries for stereo projection and wand interaction. The overall design of each test was straightforward and did not demonstrate any difficulty in developing. 4.1 Depth Perception The implementation of the depth perception test was rather simple, but it proved effective for this initial research. The program that ran the test was a basic OpenGL / CAVE app that displayed 4 cubes in the viewing volume. In order to create the cubes, I wrote a simple set of functions that drew the faces of the cube based vertices and the associated normal for each face. Wand interaction was provided via the CAVE libs. There was no programmatic grading system implemented for this test. The test was actually a pass/fail situation in which the users would move the cubes around the screen and then after a few minutes of interaction with the application, each person was asked if they could perceive depth. All people that participated in this research were able to sense depth while viewing the stereo projections and wearing the Crystal Eyes 4.2 Color Blindness The color blindness test was actually an extension of the depth perception test. For this test, a few additions were made to the depth perception test such as increasing the number of cubes to 7, making them all the same size, and properly coloring the cubes and displaying them in random locations on the screen. To grade this test, the user clicked the right-most wand button which set all objects to the Z=0 plane. Next, the computer performed a simple comparison of each cube s X location, knowing that the successful completion of the test would result in the cubes being ordered (left to right) with decreasing saturation level. The object hue was a command line setting such as depthperception [hue] [name] [projection type] for example, depthperception red Vic stereo or depthperception green Vic mono 4.3 Visual Field Unlike the depth perception and color blindness tests, which were very similar, the implementation for visual field was a little different. The visual field test was implemented using a pre-defined array of 20 spheres with corresponding X,Y,Z values.

7 The spheres were to be displayed in succession, as various locations on the ImmersaDesk display and they needed to cover all extents of the display allowing for some redundancy. Along with the incremental display of the next sphere, the user had to remain focused on a centralized location in the center of the ImmersaDesk display. When taking this test, the user would stand in front of the ImmersaDesk display and physically point with their finger when they saw a sphere on the screen. The method of incrementing and scorekeeping was done via the wand. To signify that the user saw a sphere, pressing the left-most wand button would tally is as visible. If the user said that they did not see a sphere, pressing the middle button would tally this as non-visible. 5. Test Results 5.1 Depth Perception All people taking the test were able to perceive depth. This test primarily served as a means for the participants to acquaint themselves with the interface. 5.2 Color Blindness Color Blindness (results are in terms of how many were missed) stereo mono stereo mono stereo mono Name red red green green blue blue VB JS SC FVS AK GL DL BA DE TM Total : From the results obtained, the majority of test takers did better in stereo mode as opposed to mono mode. Does this suggest that stereo made a positive impact on the testing scenario? The common statement made concerning this test was that many people had more trouble with green and blue as opposed to the red test. The author has retinitis pigmentosa yet had the least amount of trouble with the tests by only missing 3 on the color blindness exams. People with known color blindness problems had mixed success. DE has known color blindness problems yet did quite well on the tests in stereo. The mono tests proved to be more difficult for DE as seen in the tests for GREEN and BLUE. TM is known to have some level of color blindness and it is most evident in the case of BLUE mono and RED mono. These two colors coincide with TM s known visual

8 problems. For these tests, TM did quite well with the stereo tests and had difficulty with the mono tests. In the case of FVS, the most problems were with the stereo tests. FVS does were glasses and it is not known if results would be different had the person not been wearing the glasses. GL has no know vision problems and claims 20/20. This person did quite well with the tests except for the case of BLUE stereo. This could ve been a bad test or perhaps insight into a vision problem for GL dealing with BLUE color blindness. BA wears contact lenses and performed well on each test and displayed minor trouble with the BLUE mono test. 5.3 Visual Field Visual Field (# missed) Name stereo mono VB JS 0 0 SC 0 3 FVS 0 0 AK 0 0 GL 0 0 DL 0 0 BA 0 1 DE 0 0 TM 0 0 The results for this test definitely reveal one solid fact the test should be given in a CAVE-like environment. The ImmersaDesk does not provide for adequate field of vision tests to be achieved. With that said, there were mixed results with the visual field test. By examining the author s results, VB demonstrates that it was easier to view the tests in mono as opposed to stereo. From firsthand experience, VB needs high contrast to clearly see objects and the side effect of the Crystal Eyes glasses are that they cause for a darker environment. Others that took the test mentioned that blind spots that were in their visual field when taking the mono version were overcome by taking the test in stereo. The tests were given to people in differing orders some people took the mono test first while others took the stereo version first in order to get more accurate testing results. 6. How To Improve Upon The Tests 6.1 Depth Perception The depth perception test is a simple test and can surely be expanded on by incorporating translucent objects, various object types (cubes, spheres, cones) and have the user arrange them in some general fashion. For this test, it suffices enough that the test participant

9 simply be able to perceive depth. This test also provides a means for the test takers to familiarize themselves with the interface. Since the test provides the necessary functionality, it is unnecessary (in this author s opinion) to alter the test. 6.2 Color Blindness To improve upon the color blindness test, it seems necessary to incorporate various hues and subtle changes in the hues and present all this data on one screen. In other words, instead of limiting the test to only display seven red cubes, change the test so that all 21 cubes are visible (red, green, blue). Have the user organize the cubes according to the saturation of each hue (as in existing test). The new test would look similar to the following image, Figure 3: Enhanced Color Blindness Test 6.3 Visual Field There are a few enhancements to be made to the visual field test. One of the main enhancements will be to add in a head check so that the user s head is located at the proper position in front of the ImmersaDesk. By keeping track of the person s head location it is possible to verify a better testing scenario. Another enhancement to the visual field test is a hardware issue the test needs to be taken in a CAVE-like environment. With the current testing scenario provided by the ImmersaDesk, a visual field of 110 is possible at a viewing distance of one foot [1] from the ImmersaDesk. In many cases, a person s average visual field extends to roughly 170 which is clearly greater in scope than the current testing environment. 7. Conclusions The results of this initial study tend to demonstrate that viewing in stereo does have an advantage to viewing in mono. The color blindness test was clearly better in stereo as opposed to the mono version of the test. Does this demonstrate that the Crystal Eyes glasses actually helped users perform better? Did the added dimension really help a person perform better for this test or is it something dealing with the design of the glasses that led to improved results? It was seen from the visual field test that the stereo test provided different results. The author did poorly while wearing the glasses (which is

10 most likely due to the darker image provided by the light filtering of the Crystal Eyes). Comments concerning the visual field test indicate that the test was easier in stereo mode as opposed to mono mode. Several participants mentioned that the added depth made the test easier to take. Overall, this preliminary study has provided the author with enough information to continue this research and expand into different testing scenarios as well as investigate different projection technologies. Projection technologies include the ImmersaDesk / CAVE environments as well as emerging technologies from companies such as Microvision [2] and KODAK which deal with projecting an image directly onto the retina via lasers. 8. References [1] Kyoung Shin Park and Robert V. Kenyon. Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment. In Proceedings of the VR 99 Conference, March [2] Douglas Stoll. Virtual Retinal Displays A New Paradigm in Display Technology.. In Proceedings of the VR 99 Conference, March 1999.

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