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A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents

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@article{IJASEIT12832,
   author = {Dokyeong Lee and HwaMin Lee},
   title = {A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents},
   journal = {International Journal on Advanced Science, Engineering and Information Technology},
   volume = {11},
   number = {2},
   year = {2021},
   pages = {559--565},
   keywords = {Eccentric Viewing Training; low vision people with scotoma; preferred retinal locus; Macular degeneration; visual rehabilitation content.},
   abstract = {

The purpose of this study is to develop PC Eccentric Viewing Training (EVT) and VR EVT Content, to conduct experiments to verify the validity of contents first through non-disabled people, and to compare and analyze VR and PC contents. Both PC and VR contents were produced with UNITY. This content model assumes that reducing inaccurate saccades by eliminating eye movement helps improve reading accuracy. In addition, the two contents are implemented in the same way as VR and PC versions. The content consists of two steps, both PC and VR. The purpose of the content is to improve reading accuracy by improving the fixation stability of Preferred Retinal Locus (PRL) and reducing inaccurate Saccades. The experiment consisted of 12 persons (within maximum visual acuity less than 0.3), and they were assigned to the PC Content group and VR Content group. The experiment was conducted a total of 5 times, except for two weeks, which is the time to adapt PRL. The experimental results showed that the reading accuracy of the VR content group was higher. In addition, When comparing VR contents with PC contents, the group that conducted the training through PC contents showed a decrease in concentration as it progressed to 1-3 steps, and the score distribution also fell overall. In conclusion, the study compared VR and PC contents, and the effectiveness of contents was verified through experiments.

},    issn = {2088-5334},    publisher = {INSIGHT - Indonesian Society for Knowledge and Human Development},    url = {http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12832},    doi = {10.18517/ijaseit.11.2.12832} }

EndNote

%A Lee, Dokyeong
%A Lee, HwaMin
%D 2021
%T A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents
%B 2021
%9 Eccentric Viewing Training; low vision people with scotoma; preferred retinal locus; Macular degeneration; visual rehabilitation content.
%! A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents
%K Eccentric Viewing Training; low vision people with scotoma; preferred retinal locus; Macular degeneration; visual rehabilitation content.
%X 

The purpose of this study is to develop PC Eccentric Viewing Training (EVT) and VR EVT Content, to conduct experiments to verify the validity of contents first through non-disabled people, and to compare and analyze VR and PC contents. Both PC and VR contents were produced with UNITY. This content model assumes that reducing inaccurate saccades by eliminating eye movement helps improve reading accuracy. In addition, the two contents are implemented in the same way as VR and PC versions. The content consists of two steps, both PC and VR. The purpose of the content is to improve reading accuracy by improving the fixation stability of Preferred Retinal Locus (PRL) and reducing inaccurate Saccades. The experiment consisted of 12 persons (within maximum visual acuity less than 0.3), and they were assigned to the PC Content group and VR Content group. The experiment was conducted a total of 5 times, except for two weeks, which is the time to adapt PRL. The experimental results showed that the reading accuracy of the VR content group was higher. In addition, When comparing VR contents with PC contents, the group that conducted the training through PC contents showed a decrease in concentration as it progressed to 1-3 steps, and the score distribution also fell overall. In conclusion, the study compared VR and PC contents, and the effectiveness of contents was verified through experiments.

%U http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12832 %R doi:10.18517/ijaseit.11.2.12832 %J International Journal on Advanced Science, Engineering and Information Technology %V 11 %N 2 %@ 2088-5334

IEEE

Dokyeong Lee and HwaMin Lee,"A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents," International Journal on Advanced Science, Engineering and Information Technology, vol. 11, no. 2, pp. 559-565, 2021. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.11.2.12832.

RefMan/ProCite (RIS)

TY  - JOUR
AU  - Lee, Dokyeong
AU  - Lee, HwaMin
PY  - 2021
TI  - A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents
JF  - International Journal on Advanced Science, Engineering and Information Technology; Vol. 11 (2021) No. 2
Y2  - 2021
SP  - 559
EP  - 565
SN  - 2088-5334
PB  - INSIGHT - Indonesian Society for Knowledge and Human Development
KW  - Eccentric Viewing Training; low vision people with scotoma; preferred retinal locus; Macular degeneration; visual rehabilitation content.
N2  - 

The purpose of this study is to develop PC Eccentric Viewing Training (EVT) and VR EVT Content, to conduct experiments to verify the validity of contents first through non-disabled people, and to compare and analyze VR and PC contents. Both PC and VR contents were produced with UNITY. This content model assumes that reducing inaccurate saccades by eliminating eye movement helps improve reading accuracy. In addition, the two contents are implemented in the same way as VR and PC versions. The content consists of two steps, both PC and VR. The purpose of the content is to improve reading accuracy by improving the fixation stability of Preferred Retinal Locus (PRL) and reducing inaccurate Saccades. The experiment consisted of 12 persons (within maximum visual acuity less than 0.3), and they were assigned to the PC Content group and VR Content group. The experiment was conducted a total of 5 times, except for two weeks, which is the time to adapt PRL. The experimental results showed that the reading accuracy of the VR content group was higher. In addition, When comparing VR contents with PC contents, the group that conducted the training through PC contents showed a decrease in concentration as it progressed to 1-3 steps, and the score distribution also fell overall. In conclusion, the study compared VR and PC contents, and the effectiveness of contents was verified through experiments.

UR - http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12832 DO - 10.18517/ijaseit.11.2.12832

RefWorks

RT Journal Article
ID 12832
A1 Lee, Dokyeong
A1 Lee, HwaMin
T1 A Comparative Study on the Effect of Eccentric Viewing Training Using PC and VR Contents
JF International Journal on Advanced Science, Engineering and Information Technology
VO 11
IS 2
YR 2021
SP 559
OP 565
SN 2088-5334
PB INSIGHT - Indonesian Society for Knowledge and Human Development
K1 Eccentric Viewing Training; low vision people with scotoma; preferred retinal locus; Macular degeneration; visual rehabilitation content.
AB 

The purpose of this study is to develop PC Eccentric Viewing Training (EVT) and VR EVT Content, to conduct experiments to verify the validity of contents first through non-disabled people, and to compare and analyze VR and PC contents. Both PC and VR contents were produced with UNITY. This content model assumes that reducing inaccurate saccades by eliminating eye movement helps improve reading accuracy. In addition, the two contents are implemented in the same way as VR and PC versions. The content consists of two steps, both PC and VR. The purpose of the content is to improve reading accuracy by improving the fixation stability of Preferred Retinal Locus (PRL) and reducing inaccurate Saccades. The experiment consisted of 12 persons (within maximum visual acuity less than 0.3), and they were assigned to the PC Content group and VR Content group. The experiment was conducted a total of 5 times, except for two weeks, which is the time to adapt PRL. The experimental results showed that the reading accuracy of the VR content group was higher. In addition, When comparing VR contents with PC contents, the group that conducted the training through PC contents showed a decrease in concentration as it progressed to 1-3 steps, and the score distribution also fell overall. In conclusion, the study compared VR and PC contents, and the effectiveness of contents was verified through experiments.

LK http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12832 DO - 10.18517/ijaseit.11.2.12832