Virtual reality simulation of epiretinal stimulation highlights the relevance of the visual angle in prosthetic vision.
Détails
ID Serval
serval:BIB_E5914CED33E9
Type
Article: article d'un périodique ou d'un magazine.
Collection
Publications
Institution
Titre
Virtual reality simulation of epiretinal stimulation highlights the relevance of the visual angle in prosthetic vision.
Périodique
Journal of neural engineering
ISSN
1741-2552 (Electronic)
ISSN-L
1741-2552
Statut éditorial
Publié
Date de publication
04/11/2020
Peer-reviewed
Oui
Volume
17
Numéro
5
Pages
056019
Langue
anglais
Notes
Publication types: Journal Article ; Research Support, Non-U.S. Gov't
Publication Status: epublish
Publication Status: epublish
Résumé
Retinal prostheses hold the potential for artificial vision in blind patients suffering from outer retinal dystrophies. The optimal number, density and coverage of the electrodes that a retinal prosthesis should have to provide adequate artificial vision in daily activities is still an open question and an important design parameter needed to develop better implants.
To address this question, we investigated the interaction between the visual angle, the pixel number and the pixel density without being limited by a small electrode count. We implemented prosthetic vision in a virtual reality environment in order to simulate the real-life experience of using a retinal prosthesis. We designed four different tasks simulating: object recognition, word reading, perception of a descending step and crossing a street.
The results of our study showed that in all the tasks the visual angle played the most significant role in improving the performance of the participant.
The design of new retinal prostheses should take into account the relevance of the restored visual angle to provide a helpful and valuable visual aid to profoundly or totally blind patients.
To address this question, we investigated the interaction between the visual angle, the pixel number and the pixel density without being limited by a small electrode count. We implemented prosthetic vision in a virtual reality environment in order to simulate the real-life experience of using a retinal prosthesis. We designed four different tasks simulating: object recognition, word reading, perception of a descending step and crossing a street.
The results of our study showed that in all the tasks the visual angle played the most significant role in improving the performance of the participant.
The design of new retinal prostheses should take into account the relevance of the restored visual angle to provide a helpful and valuable visual aid to profoundly or totally blind patients.
Mots-clé
Computer Simulation, Humans, Virtual Reality, Vision, Ocular, Visual Perception, Visual Prosthesis
Pubmed
Web of science
Open Access
Oui
Création de la notice
21/03/2024 11:59
Dernière modification de la notice
22/03/2024 8:25