Abstract:
This thesis explores the potential of Virtual Reality (VR) in the field of vision science and visual rehabilitation, in particular addressing peripheral visual field defects (VFDs) in retinitis pigmentosa (RP) patients. The progressive loss of the visual field caused by RP and other VFD conditions can severely impact everyday tasks, mental health, and quality of life of those affected. Additionally, for over 99% of RP patients, no effective medical treatment to cure or halt the condition exists. This calls for innovative alternative rehabilitation methods, as well as for ways to better assess how to reduce difficulties encountered by individuals with VFDs. VR technology's advancements in accessibility, performance, and flexibility, coupled with its ability to offer controlled and immersive visual scenes, make it a promising but under-explored tool in the field of vision science and visual rehabilitation.
To provide new insights into the effectiveness of VR based rehabilitation and into the feasibility of simulating VFDs for experimental approaches, a VR based visual task framework, named 'GazeQuest', is designed and developed. This framework provided the foundation for three experimental trials that are presented and discussed in this work.
The first study involved preparatory experiments, utilizing the GazeQuest to assess the impact of different systematic gaze patterns as compensatory strategies in peripheral visual field loss. Results demonstrate positive impact on collision avoidance and gaze behavior, but also reveal adverse effects in walking speed. Findings and feedback from this study shaped subsequent development and study design. The second study evaluated the efficacy of VR-based visual exercises in a home-based environment, revealing their significant positive impact on the real-world navigation performance in RP patients. The third study investigated to which degree the VR based simulation of peripheral VFDs in visually healthy participants can reflect the effects of actual RP conditions in different virtual tasks. Findings show high agreement in performance of both groups, suggesting that simulated visual field loss could facilitate research on more accessible designs and new visual aids for VFD patients.
Overall, the insights gained in this work provide guidelines for feasibility and design of future VR based tools for research and rehabilitation of VFDs. Furthermore, prompted by the findings of the experimental trials, the continued development of the GazeQuest into an effective, adaptable rehabilitation tool beyond research settings is discussed.