VR simulations can help evaluate glaucoma-related visual disability
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Researchers found that evaluating vision impairment in patients with glaucoma through the use of virtual reality simulations correlated with results from the NEI 25-item Visual Function Questionnaire Rasch score.
“Although functional assessment of the optic nerve in glaucoma currently relies on measurement of visual field (VF) sensitivity, VF testing does not adequately inform disability experienced by patients in real-world situations,” Alexander K. N. Lam, PhD, from the Chinese University of Hong Kong, and colleagues wrote. “This study investigated the application of virtual reality (VR) technology for evaluation and measurement of vision-related disability via simulating activities of daily living relevant to patients’ real-world experience.”
Lam and colleagues designed five interactive VR environments for display in a VR headset, including supermarket shopping, stair navigation in daytime and in nighttime, and city navigation in daytime and in nighttime.
The study included 98 patients with glaucoma, 94 of whom had visual field defects in at least one eye, and 50 healthy volunteers.
Compared with the healthy volunteers, patients with glaucoma required 34.1% more time to identify 10 items in the shopping simulation, 33.8% more time to complete the nighttime stair navigation with more collisions and 30.8% more time to complete the nighttime city navigation with more collisions. Results from the daytime simulations were often comparable.
To determine the association between the NEI VFQ-25 Rasch score and the overall performance in the VR simulations, Lam and colleagues derived an overall disability score including the duration to complete the simulation, the number of incorrect selections in shopping simulation, the number of collisions in the four navigation simulations and age.
From this, they found that the NEI VFG-25 Rasch score was significantly lower in patients with vision-related disability compared with those without vision-related disability and significantly associated with VR disability score (R2 = 0.207; P < .001).
Additionally, a worse binocular VF sensitivity, worse visual acuity in the better eye, worse contrast sensitivity and worse NEI VFG-25 Rasch score correlated with a higher odds ratio for vision-related disability.
The researchers wrote that patients with glaucoma performed worse in VR simulation compared with real-world simulation, such as selected items while shopping. However, the association in duration to complete selecting 10 shopping items between VR simulation and real-world simulation remained significant. – by Talitha Bennett
Disclosures: Lam reports grants from the Innovation and Technology Commission, the Government of Hong Kong Special Administration Region and the Chinese University of Hong Kong during the conduct of the study, and U.S. Non-Provisional Application No. 15/466,348 pending, related to the virtual reality technology used in this study. Please see the full study for all other authors’ relevant financial disclosures.