Goh Rachel L Z, Kong Yu Xiang George, McAlinden Colm, Liu John, Crowston Jonathan G, Skalicky Simon E
The Royal Victorian Eye and Ear Hospital, Melbourne, Australia.
Centre for Eye Research Australia, The University of Melbourne, Melbourne, Australia.
Transl Vis Sci Technol. 2018 Jan 23;7(1):10. doi: 10.1167/tvst.7.1.10. eCollection 2018 Jan.
To evaluate the use of smartphone-based virtual reality to objectively assess activity limitation in glaucoma.
Cross-sectional study of 93 patients (54 mild, 22 moderate, 17 severe glaucoma). Sociodemographics, visual parameters, Glaucoma Activity Limitation-9 and Visual Function Questionnaire - Utility Index (VFQ-UI) were collected. Mean age was 67.4 ± 13.2 years; 52.7% were male; 65.6% were driving. A smartphone placed inside virtual reality goggles was used to administer the Virtual Reality Glaucoma Visual Function Test (VR-GVFT) to participants, consisting of three parts: stationary, moving ball, driving. Rasch analysis and classical validity tests were conducted to assess performance of VR-GVFT.
Twenty-four of 28 stationary test items showed acceptable fit to the Rasch model (person separation 3.02, targeting 0). Eleven of 12 moving ball test items showed acceptable fit (person separation 3.05, targeting 0). No driving test items showed acceptable fit. Stationary test person scores showed good criterion validity, differentiating between glaucoma severity groups ( = 0.014); modest convergence validity, with mild to moderate correlation with VFQ-UI, better eye (BE) mean deviation, BE pattern deviation, BE central scotoma, worse eye (WE) visual acuity, and contrast sensitivity (CS) in both eyes ( = 0.243-0.381); and suboptimal divergent validity. Multivariate analysis showed that lower WE CS ( = 0.044) and greater age ( = 0.009) were associated with worse stationary test person scores.
Smartphone-based virtual reality may be a portable objective simulation test of activity limitation related to glaucomatous visual loss.
The use of simulated virtual environments could help better understand the activity limitations that affect patients with glaucoma.
评估基于智能手机的虚拟现实技术在客观评估青光眼患者活动受限情况中的应用。
对93例患者(54例轻度、22例中度、17例重度青光眼患者)进行横断面研究。收集社会人口统计学信息、视觉参数、青光眼活动受限-9量表及视觉功能问卷-效用指数(VFQ-UI)。平均年龄为67.4±13.2岁;52.7%为男性;65.6%会开车。将一部智能手机置于虚拟现实护目镜内,用于对参与者进行虚拟现实青光眼视觉功能测试(VR-GVFT),该测试由三部分组成:静止、移动球、驾驶。进行拉施分析和经典效度测试以评估VR-GVFT的性能。
28项静止测试项目中的24项显示与拉施模型拟合良好(人员分离度为3.02,目标值为0)。12项移动球测试项目中的11项显示拟合良好(人员分离度为3.05,目标值为0)。驾驶测试项目均未显示拟合良好。静止测试的个人得分显示出良好的效标效度,可区分青光眼严重程度组(P = 0.014);具有适度的收敛效度,与VFQ-UI、较好眼(BE)平均偏差、BE模式偏差、BE中心暗点、较差眼(WE)视力及双眼对比敏感度(CS)呈轻度至中度相关(P = 0.243 - 0.381);发散效度欠佳。多变量分析显示,较低的WE CS(P = 0.044)和较大的年龄(P = 0.009)与较差的静止测试个人得分相关。
基于智能手机的虚拟现实技术可能是一种便携式的客观模拟测试方法,用于评估与青光眼性视力丧失相关的活动受限情况。
使用模拟虚拟环境有助于更好地理解影响青光眼患者的活动受限情况。