Information
- Publication Type: Archived Student Work
- Workgroup(s)/Project(s):
- Date: 2019
- Matrikelnummer: 00728266
- First Supervisor: Katharina Krösl
- Date (Start): October 2018
Abstract
This thesis presents an Unreal Engine 4 framework to simulate vision impairments in virtual reality (VR). Modules for eyesight tests demonstrate how medical tests can be integrated into the project. The framework provides possibilities to implement different types of eye diseases and symptoms of vision impairment as new modules. A user study protocol for vision impairment simulations was created and can be extended or adapted for further experiments with different impairment simulations. The developed framework incorporates an integration of the pupil labs eye tracker and routines to calibrate it for each user in VR. The simple proof-of-concept implementation has been improved and adapted for the simulation of gaze dependent effects for vision impairment simulations. The latency and accuracy of the eye tracker have been evaluated and verification methods have been added to the user study protocol to ensure maintaining the highest possible accuracy during the experiments.Additional Files and Images
No additional files or images.
Weblinks
No further information available.BibTeX
@archiveproject{huerbe-2019-BA, title = "A VR Vision Impairment Simulator in Unreal Engine 4, Using Eye Tracking", author = "Matthias H\"{u}rbe", year = "2019", abstract = "This thesis presents an Unreal Engine 4 framework to simulate vision impairments in virtual reality (VR). Modules for eyesight tests demonstrate how medical tests can be integrated into the project. The framework provides possibilities to implement different types of eye diseases and symptoms of vision impairment as new modules. A user study protocol for vision impairment simulations was created and can be extended or adapted for further experiments with different impairment simulations. The developed framework incorporates an integration of the pupil labs eye tracker and routines to calibrate it for each user in VR. The simple proof-of-concept implementation has been improved and adapted for the simulation of gaze dependent effects for vision impairment simulations. The latency and accuracy of the eye tracker have been evaluated and verification methods have been added to the user study protocol to ensure maintaining the highest possible accuracy during the experiments. ", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/huerbe-2019-BA/", }