TY - GEN
T1 - Assessment of Usability and Perceived Presence in Virtual Environments for Visual Function Testing
AU - Kini, Vishwas G.
AU - Siddalingaswamy, P. C.
AU - Shonraj, B. G.
AU - Srinivasan, Krithica
AU - Ramesh, Venkatasubbu
AU - Nayak, Srikrishna S.
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.
PY - 2024
Y1 - 2024
N2 - Eye-related disorders are increasing rapidly in recent times, and it is difficult for the patients to visit the clinic frequently for regular testing and reach out to the clinician in person especially during pandemic times. Hence, there is a need in developing a home-based visual function assessment test for the patients and motivate for frequent testing to know the progression of their visual disorder. Gamification would make visual function testing enjoyable for those who lack attention and motivation. This study outcome would enable to know the usability of the mobile and Virtual Reality (VR) Visual Acuity tests and the presence felt by the users in VR environments for enhancing motivation through engagement while testing. The study results in determining an optimal home-based portable gamified eye tests in VR that is usable and engaging. Results obtained show the user perceived presence and usability increases with the increase in the interaction and display fidelity of the virtual environment and device.
AB - Eye-related disorders are increasing rapidly in recent times, and it is difficult for the patients to visit the clinic frequently for regular testing and reach out to the clinician in person especially during pandemic times. Hence, there is a need in developing a home-based visual function assessment test for the patients and motivate for frequent testing to know the progression of their visual disorder. Gamification would make visual function testing enjoyable for those who lack attention and motivation. This study outcome would enable to know the usability of the mobile and Virtual Reality (VR) Visual Acuity tests and the presence felt by the users in VR environments for enhancing motivation through engagement while testing. The study results in determining an optimal home-based portable gamified eye tests in VR that is usable and engaging. Results obtained show the user perceived presence and usability increases with the increase in the interaction and display fidelity of the virtual environment and device.
UR - http://www.scopus.com/inward/record.url?scp=85213042427&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85213042427&partnerID=8YFLogxK
U2 - 10.1007/978-981-97-6992-6_27
DO - 10.1007/978-981-97-6992-6_27
M3 - Conference contribution
AN - SCOPUS:85213042427
SN - 9789819769919
T3 - Lecture Notes in Networks and Systems
SP - 363
EP - 373
BT - Innovations in Computational Intelligence and Computer Vision - Proceedings of ICICV 2024
A2 - Roy, Satyabrata
A2 - Sinwar, Deepak
A2 - Dey, Nilanjan
A2 - Perumal, Thinagaran
A2 - R. S. Tavares, João Manuel
PB - Springer Science and Business Media Deutschland GmbH
T2 - 4th International Conference on Innovations in Computational Intelligence and Computer Vision, ICICV 2024
Y2 - 10 April 2024 through 11 April 2024
ER -