Eye-tracking technologies (ETs) and serious games (SGs) have emerged as new methods promising better support for vision screening and training. Previous research has shown the practicality of eye-tracking technology for vision screening in health care, but there remains a need for studies showing that the effective utilization of SGs and ETs are beneficial for vision training. This study investigates the feasibility of SGs and ETs for vision training by designing, developing, and evaluating a prototype influenced by commercially available games, based on a battery of exercises previously defined by vision experts. Data were collected from five participants, including a vision teacher, through a user experience questionnaire (UEQ) following a mixed method. Data analysis of the UEQ results and interviews highlighted the current challenges and positive attitudes in using SGs and ET for vision training. In conjunction with UEQ indicators such as attractiveness and perspicuity, the stimulation of the vision training battery based on the user experience provided insights into using ETs and further developing SGs to better approach different eye movements for vision training.
Oculomotor Dysfunctions (OMDs) are problems with eye-musculature relating to coordination and accuracy of eye movements. Eye-tracking (ET) technologies show great promise in the identification of OMDs. Current computer technologies for vision screening are specialized devices or laptop based technologies with limited by screen size and the inability to measure depth. In this experimental study, we examine the possibilities of immersive virtual reality (VR) technologies for increased user experiences, presence, immersiveness, and the use of serious games. Further results of an experimental study present increased interest in VR-based screening, its ability to focus better, and aspects motivating for its use, despite the actual limitations of current technologies. These limitations currently include lower performance and confidence in results of the used HMDs. Some users also describe being more focused when screening in VR, free from outside distractions. Using serious games for screening in VR is also estimated to have great potential for developing a more robust vision screening tool, especially for younger children.
Oculomotor dysfunctions (OMDs) are problems relating to coordination and accuracy of eye movements for processing visual information. Eye-tracking (ET) technologies show great promise in the identification of OMDs. However, current computer technologies for vision screening are specialized devices with limited screen size and the inability to measure depth, while visual field and depth are important information for detecting OMDs. In this experimental study, we examine the possibilities of immersive virtual reality (VR) technologies compared with laptop technologies for increased user experiences, presence, immersiveness, and the use of serious games for identifying OMDs. The results present increased interest in VR-based screening, motivating users to focus better using VR applications free from outside distractions. These limitations currently include lower performance and confidence in results of identifying OMDs with the used HMDs. Using serious games for screening in VR is also estimated to have great potential for developing a more robust vision screening tool, especially for younger children.
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