Virtual wayfinding using simulated prosthetic vision in gaze-locked viewing.
OBJECTIVE
To assess virtual maze navigation performance with simulated prosthetic vision in gaze-locked viewing, under the conditions of varying luminance contrast, background noise, and phosphene dropout.


METHODS
Four normally sighted subjects performed virtual maze navigation using simulated prosthetic vision in gaze-locked viewing, under five conditions of luminance contrast, background noise, and phosphene dropout. Navigation performance was measured as the time required to traverse a 10-room maze using a game controller, and the number of errors made during the trip.


RESULTS
Navigation performance time (1) became stable after 6 to 10 trials, (2) remained similar on average at luminance contrast of 68% and 16% but had greater variation at 16%, (3) was not significantly affected by background noise, and (4) increased by 40% when 30% of phosphenes were removed. Navigation performance time and number of errors were significantly and positively correlated.


CONCLUSIONS
Assuming that the simulated gaze-locked viewing conditions are extended to implant wearers, such prosthetic vision can be helpful for wayfinding in simple mobility tasks, though phosphene dropout may interfere with performance.
Wang
Lin
L
Department of Ophthalmology, Johns Hopkins University, Baltimore, Maryland 21205, USA. linwang@alum.wustl.edu
Yang
Liancheng
L
Dagnelie
Gislin
G
D000328:Adult; D016477:Artifacts; D003198:Computer Simulation; D004867:Equipment Design; D005260:Female; D005403:Fixation, Ocular; D006801:Humans; D008029:Lighting; D008297:Male; D018782:Maze Learning; D008875:Middle Aged; D010719:Phosphenes; D019736:Prostheses and Implants; D012682:Sensory Aids; D014584:User-Computer Interface; D018910:Video Games; D014785:Vision, Ocular; D055815:Young Adult