Abstract

In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of expanding study populations and test groups for visual training, visual aids, or accessibility evaluations. However, it is crucial to assess the validity and reliability of simulating these types of visual impairments and evaluate the extend to which participants with simulated tunnel vision can represent real patients. Two age-matched participant groups were acquired: The first group (n = 8, aged 20–60, average 49.1 ± 13.2) consisted of patients diagnosed with Retinitis pigmentosa (RP). The second group (n = 8, aged 27–59, average 46.5 ± 10.8) consisted of visually healthy participants with simulated tunnel vision. Both groups carried out different visual tasks in a virtual environment for 30 min per day over the course of four weeks. Task performances as well as gaze characteristics were evaluated in both groups over the course of the study. Using the ’two one-sided tests for equivalence’ method, the two groups were found to perform similar in all three visual tasks. Significant differences between groups were found in different aspects of their gaze behavior, though most of these aspects seem to converge over time. Our study evaluates the potential and limitations of using Virtual Reality technology to simulate the effects of tunnel vision within controlled virtual environments. We find that the simulation accurately represents performance of RP patients in the context of group averages, but fails to fully replicate effects on gaze behavior.

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