scholarly journals Useful Field of View Performance in the Intact Visual Field of Hemianopia Patients

2020 ◽  
Vol 61 (5) ◽  
pp. 43
Author(s):  
Karlijn Woutersen ◽  
Anna C. Geuzebroek ◽  
Albert V. van den Berg ◽  
Jeroen Goossens
2019 ◽  
Vol 16 (4) ◽  
pp. 172988141986038
Author(s):  
Huang Yiqing ◽  
Wang Hui ◽  
Wei Lisheng ◽  
Gao Wengen ◽  
Ge Yuan

This article presented a cooperative mapping technique using a novel edge gradient algorithm for multiple mobile robots. The proposed edge gradient algorithm can be divided into four behaviors such as adjusting the movement direction, evaluating the safety of motion behavior, following behavior, and obstacle information exchange, which can effectively prevent multiple mobile robots falling into concave obstacle areas. Meanwhile, a visual field factor is constructed based on biological principles so that the mobile robots can have a larger field of view when moving away from obstacles. Also, the visual field factor will be narrowed due to the obstruction of the obstacle when approaching an obstacle and the obtained map-building data are more accurate. Finally, three sets of simulation and experimental results demonstrate the performance superiority of the presented algorithm.


Author(s):  
Georgianna Lin ◽  
Malcolm Haynes ◽  
Sarthak Srinivas ◽  
Pramod Kotipalli ◽  
Thad Starner

Where should a HWD be placed in a user's visual field? We present two studies that compare comfort, preference, task efficiency and accuracy for various HWD positions. The first study offsets a 9.2° horizontal field-of-view (FOV) display temporally (toward the ear) from 0° to 30° in 10° steps. 30° proves too uncomfortable while 10° is the most preferred position for a simple button-pushing game, corroborating results from previous single-task reading experiments. The second experiment uses a Magic Leap One to compare 10° x 10° FOV interfaces centered at line-of-sight, temporally offset 15° (center-right), inferiorly offset 15° (bottom-center), and offset in both directions (bottom-right) for an order picking task. The bottom-right position proved worst in terms of accuracy and several subjective metrics when compared to the line-of-sight position.


Author(s):  
Li Li

Focusing on the topic of improving the table tennis teaching quality with the visual field training, the test is to grab images repeatedly by using a camera in a speed of 119s, and the final result shows that it gets the correct hitting points on racket coordinating with correct racket angles, which verifies the effectiveness of the visual field training. Finally, it's concluded that the visual field training can improve the athletes' abilities of focus and judgment, and enhance their exercise stability.


Stroke ◽  
2016 ◽  
Vol 47 (suppl_1) ◽  
Author(s):  
Steven Warach ◽  
Ben T King ◽  
Kristen V Chandler ◽  
Christopher Topel ◽  
Irene A Tabas ◽  
...  

Background: Wearable technologies offer potential telestroke applications that are more mobile and potentially less expensive than traditional telemedicine carts. In an earlier, pilot phase of this research program the best performing software and hardware combination for transmission of encrypted video and audio streaming was selected for further testing. Method: We tested Vuzix M100 smart glasses device and Pristine EyeSight HIPAA-compliant video streaming services. The device wearers, emergency physicians, performed the NIHSS, and a remote vascular neurologist or neurology resident viewed the exam. Providers recorded their score and evaluated the functionality of the device with a standardized list of questions. Results: The device was assessed in 52 subjects. The providers wearing the device reported the device useful (Agree or Strongly Agree) in making an assessment in 79% of cases and that they could assess the patient well 90% of the time. However, the wearers also reported both distraction from and interference with patient interaction due to the device in 98% of cases evaluated. The viewers also reported finding the device useful in making an assessment of stroke symptoms in 79% of cases (a different set of 79% than the wearers), but in only 65% of cases did they Agree or Strongly Agree that they could assess the patient well. Viewers reported an inadequate field of view for visual field testing in 63% of cases. The inter-rater agreement between the wearer and viewer on the total NIHSS showed moderate agreement (κ = 0.45). Although the technology was easy to use in 92% of the assessments, technical problems (mainly connectivity lags) were reported by the wearer 46% of the time and by the viewer 31% of the time. The technology was rated inadequate for assessing patients in 1 case by the wearers and 3 cases by the viewers. Conclusion: Wearable smart glass technology is feasible in assessing stroke patients and shows promise as a telestroke solution, however interference with physician-patient interaction, limited field of view for visual field testing and connectivity glitches are perceived limitations.


Neurology ◽  
2019 ◽  
Vol 93 (14 Supplement 1) ◽  
pp. S12.3-S13
Author(s):  
Bailey Anderson ◽  
Kaitlin Burgess ◽  
Bruno Giordani ◽  
James Eckner

ObjectiveTo explore cognitive factors contributing to concussive impacts in athletes.BackgroundCognitive training programs are becoming an increasingly popular strategy for improving athletic performance. Such programs may have potential to decrease athletes’ concussion risk by improving athletes’ ability to avoid and appropriately react to imminent impacts in the athletic environment. Understanding what cognitive factors contribute to concussive impacts may provide insight into the most appropriate cognitive training regimens for concussion risk reduction.Design/MethodsYouTube videos depicting 100 concussive impacts in athletes were identified via Google video search. Two reviewers independently classified the primary cognitive factor contributing to each impact as one of the following: useful field of view (UFOV, unanticipated/unrecognized impacts coming from outside the athlete’s field of view), field dependence (FD, unanticipated/unrecognized impacts resulting from the athlete’s attention being so focused on an athletic task that the pending impact was not recognized), processing speed (PS, anticipated/recognized impacts occurring too quickly for the athlete to complete an evasive or protective maneuver), or motion perception (MP, anticipated/recognized impacts occurring with sufficient time to respond but associated with a poorly planned or implemented motor response). Descriptive statistics were calculated.Results98 videos were reviewed to yield 100 concussive impacts. 98% of the concussed athletes were males. Concussions occurred during American football (53%), ice hockey (29%), soccer (3%), basketball (3%), as well as 9 other sports (12%). The most commonly contributing cognitive factor was MP (32%), followed by FD (30%), UFOV (23%), and PS (15%).ConclusionsMultiple cognitive factors contribute to concussive impacts in athletes, with MP and FD being the most common in our sample. Cognitive training programs intending to reduce concussion risk in athletes should not focus only on one cognitive factor. Future work should also explore differences between sports and positions.


Author(s):  
Daniel L. Roenker ◽  
Gayla M. Cissell ◽  
Karlene K. Ball ◽  
Virginia G. Wadley ◽  
Jerri D. Edwards

Useful field of view, a measure of processing speed and spatial attention, can be improved with training. We evaluated the effects of this improvement on older adults' driving performance. Elderly adults participated in a speed-of-processing training program ( N = 48), a traditional driver training program performed in a driving simulator ( N = 22), or a low-risk reference group ( N = 25). Before training, immediately after training or an equivalent time delay, and after an 18-month delay each participant was evaluated in a driving simulator and completed a 14-mile (22.5-km) open-road driving evaluation. Speed-of-processing training, but not simulator training, improved a specific measure of useful field of view (UFOV®), transferred to some simulator measures, and resulted in fewer dangerous maneuvers during the driving evaluation. The simulator-trained group improved on two driving performance measures: turning into the correct lane and proper signal use. Similar effects were not observed in the speed-of-processing training or low-risk reference groups. The persistence of these effects over an 18-month test interval was also evaluated. Actual or potential applications of this research include driver assessment and/or training programs and cognitive intervention programs for older adults.


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