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Immersive Experiences for Ocular Patients

The Process So Far

1. Research Design

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• Problem statement

• Abstract

• Literature Review

• Keywords

2. Frameworks

• Ethics Statement

• Positionality

• Interview Profiles

• Westphal Lobby Accessibility Study

3. Gather

• Data collected from interviews with SME’s

• Relevant literature collected

4. Analyze

A deep dive into healthcare design and immersive technologies which was combined with research tools such as the problem octopus and levels of analysis to expand my understanding of said subjects.

5. Synthesize Coding exercise involving literature gathered used to extract themes and affinitize the findings. The end result of this was insight statements.

6. Conceptualize Project Proposal, Prototype

Tools: Miro, Canva, MS Office, Trello

5 Ocular Diseases

AGE RELATED MACULAR DEGENERAT ON

CYBERSICKNESS MOVEMENT LAG

Movement lag refers to the d screpancies between the users actions n real life versus the on-screen or virtual version of them General perception of the virtual world being flatter due to confl ct between cues to depth

FLATNESS

Perceived realism is the result of an evaluat on of the v rtual world regarding (1) the subjective degree of real ty of the depicted environment and (2) its overall plausibility and credibility

Is an eye disease that can blur your central vision It happens when aging causes damage to the macula — the part of the eye that controls sharp straight-ahead vision

LACK OF SENSORY FEEDBACK

LACK OF PERCEIVED REALISM

Knowledge about how mult sensory integration related to hand-object collisions affects perception-act on dynam cs and reach-to-grasp coord nat on is needed to enhance the immersiveness of interactive VR

Also known as color vision deficiency or CVD Reduced ability to d stinguish between certain colors.

A cataract is a cloud ng of the normally clear lens of the eye For people who have cataracts, seeing through cloudy lenses s a b t like looking through a frosty or fogged-up window.

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