The following paper describes a new technique for simulating peripheral field losses in virtual environments to study the roles of the central and peripheral visual fields during navigation. Based on Geisler and Perry's (2002) gaze-contingent multiresolution display concept, the technique extends their methodology to work with three-dimensional images that are both transformed and rendered in real time by a computer graphics system. In order to assess the usefulness of this method for studying visual field losses, an experiment was run in which seven participants were required to walk to a target tree in a virtual forest as quickly and efficiently as possible while artificial head and eye-based delays were systematically introduced. Bilinear fits were applied to the mean trial times in order to assess at what delay lengths breaks in performance could be observed. Results suggest that breaks occur beyond the current delays inherent in the system. Increases in trial times across all delays tested were also observed when simulated peripheral field losses were applied compared to full FOV conditions. Possible applications and limitations of the system are discussed. The source code needed to program visual field losses can be found at lions.med.jhu.edu/archive/turanolab/ Simulated_Visual_Field_Loss_Code.html. Copyright 2007 Psychonomic Society, Inc.
CITATION STYLE
Fortenbaugh, F. C., Hicks, J. C., Hao, L., & Turano, K. A. (2007). A technique for simulating visual field losses in virtual environments to study human navigation. Behavior Research Methods. Springer New York LLC. https://doi.org/10.3758/BF03193025
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