| Literature DB >> 27869220 |
Rebecca M Foerster1,2, Christian H Poth1,2, Christian Behler2,3, Mario Botsch2,3, Werner X Schneider1,2.
Abstract
Neuropsychological assessment of human visual processing capabilities strongly depends on visual testing conditions including room lighting, stimuli, and viewing-distance. This limits standardization, threatens reliability, and prevents the assessment of core visual functions such as visual processing speed. Increasingly available virtual reality devices allow to address these problems. One such device is the portable, light-weight, and easy-to-use Oculus Rift. It is head-mounted and covers the entire visual field, thereby shielding and standardizing the visual stimulation. A fundamental prerequisite to use Oculus Rift for neuropsychological assessment is sufficient test-retest reliability. Here, we compare the test-retest reliabilities of Bundesen's visual processing components (visual processing speed, threshold of conscious perception, capacity of visual working memory) as measured with Oculus Rift and a standard CRT computer screen. Our results show that Oculus Rift allows to measure the processing components as reliably as the standard CRT. This means that Oculus Rift is applicable for standardized and reliable assessment and diagnosis of elementary cognitive functions in laboratory and clinical settings. Oculus Rift thus provides the opportunity to compare visual processing components between individuals and institutions and to establish statistical norm distributions.Entities:
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Year: 2016 PMID: 27869220 PMCID: PMC5116630 DOI: 10.1038/srep37016
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Trial sequence of the TVA-based assessment.
Figure 2Assessment setups.
A participant sitting in front of a standard CRT with head position fixed by a chin rest (left) and wearing the Oculus Rift virtual reality device (right).
Descriptive statistics. Means (M) and standard deviations (SD) of visual processing components (threshold of conscious perception in ms, processing speed in letters/s, and capacity of visual working memory in the number of retained letters) for the two sessions performed using Oculus Rift and the two sessions performed using the CRT.
| Oculus Rift | CRT | |||
|---|---|---|---|---|
| Session 1 | Session 2 | Session 1 | Session 2 | |
| Threshold of conscious perception | 13.37 (5.18) | 11.42 (4.76) | 17.41 (8.89) | 13.70 (6.20) |
| Capacity of visual working memory | 3.71 (0.71) | 3.85 (0.74) | 3.43 (0.76) | 3.45 (0.69) |
| Processing speed | 81.17 (36.54) | 112.83 (51.38) | 72.01 (37.68) | 78.34 (34.57) |
Correlations (Pearson’s r) between measurements of the two assessment devices Oculus Rift and CRT for each of the three visual processing components (threshold of conscious perception, visual processing speed, and capacity of visual working memory) per session.
| Session 1 | Session 2 | |
|---|---|---|
| Threshold of conscious perception | 0.37 (0.014) | 0.54 (<0.001) |
| Capacity of visual working memory | 0.72 (<0.001) | 0.77 (<0.001) |
| Processing speed | 0.51 (<0.001) | 0.66 (<0.001) |
p-values are shown in parentheses.
Figure 3Test-retest reliabilities of visual processing components as linear regression lines along with the individual participants’ data.
Threshold of conscious perception in ms (left column), capacity of visual working memory in the number of retained letters (middle column), and visual processing speed in letters/s (right column) of individual participants for both sessions of Oculus Rift (gray points, upper row) and CRT assessment (blue points, lower row). Values of session 1 are depicted on the x-axis, those of session 2 on the y-axis. The main diagonal indicates identical values for both sessions. Straight lines represent linear regressions.
Test-retest reliabilities of the three visual processing components (threshold of conscious perception, visual processing speed, and capacity of visual working memory) for Oculus Rift and CRT.
| Oculus Rift | CRT | |||
|---|---|---|---|---|
| CI of | CI of | |||
| Threshold of conscious perception | 0.58 (<0.001) | [0.34; 0.75] | 0.63 (<0.001) | [0.41; 0.78] |
| Capacity of visual working memory | 0.84 (<0.001) | [0.72; 0.91] | 0.74 (<0.001) | [0.58; 0.85] |
| Processing speed | 0.76 (<0.001) | [0.60; 0.86] | 0.41 (0.006) | [0.13; 0.63] |
Test-retest reliabilities are provided as Pearson’s r and along with associated p-values and confidence intervals (CI).
Number of participants per assessment order.
| Number of participants | Day 1 | Day 2 |
|---|---|---|
| 15 | Oculus first | Oculus first |
| 11 | CRT first | CRT first |
| 7 | Oculus first | CRT first |
| 11 | CRT first | Oculus first |
Figure 4Distortion process for Oculus Rift.
After the images for the left and right eye are rendered (left), they are pasted as textures onto the distortion meshes (center), leading to the final distorted images (right), which appear normal when viewed through the fisheye lenses of Oculus Rift. Note that the letters are rendered much larger than in our Oculus-TVA application to better visualize the distortion effect.