Information-reduction methods determine
navigation performance in simulated
prosthetic vision in virtual reality
Master Thesis
June 30, 2023
R. E. Lucas
Student Number: 6540384
Supervisor: P. C. Klink
2nd Supervisor: M. Naber
Master Artificial Intelligence
Faculty of Science
Utrecht University
Netherlands
R. E. Lucas Master Thesis
Abstract
While there are numerous innovations that help blind an partially sighted people improve
their quality of life, some tasks still remain difficult. Neurotechnological innovations can re-
store a rudimentary form of artificial vision (AV) with brain implants that stimulate the brain
and create the perception of ’phosphenes’. These are dots of light with spatial locations that
correspond to the locations of the stimulating electrodes in the brain. In this paper, we inves-
tigate how different information-reduction methods affect the usability of AV for navigation by
simulating different types of AV in a virtual reality environment. The problem with currently
existing implants is the lack of resolution. Therefore we propose a ”walkable” path implemen-
tation that guides navigating users to avoid obstacles and stay on the sidewalk. With this path,
we subtract the relevant information for navigation from the visual scene. Through an simu-
lated prosthetic vision (SPV) study we compared this walkable-path approach with two other
methods: a semantic segmentation algorithm and a combination of semantic segmentation and
the walkable-path. Different phosphene densities where compared for each method. We found
that adding a guidance path to the visual scene, improves navigation performance. Performance
did not necessarily improve when more phosphenes where added. Subjective evaluations showed
that people preferred only having a path over having either having both a path and the environ-
ment or only the environment. These results are a step in the direction of functionally adaptable
prosthetic vision systems.
1 Introduction
Worldwide there are over 253 million blind and partially sighted people (“World Blind Union”,
n.d.). While in the past this indicated a life of poverty and few opportunities, this all changed
due to innovations and societal support for BPS people. First the invention of Braille, which made
reading possible for BPS people, and then the use of guidance animals and probing canes which
allowed them to transport on their own. Furthermore, research concerning assistive technologies
has increased over the past years (Bhowmick & Hazarika, 2017). Technological advances have
been made through the creation of Voice Over and apps like Seeing AI which allow BPS people
to interact with the world through their phone. These technologies also allow children to use
educational materials and interact more with classmates which helps their general development
(Mulloy et al., 2014).
Nonetheless, while these assistive devices increase support and quality of life (Lancioni & Singh,
2014), they do not improve vision in the literal sense. There are still many struggles that BPS people
face in their daily life. For example, smartphone use still has its challenges due to the mobile touch
screen interfaces and small keyboards (Rodrigues et al., 2020). Navigation and mobility can also
be difficult because they do not have their vision to guide them and they must use other senses
to determine where obstacles are and which road they should take (Giudice, 2018; Kemp, 1981).
Besides practical problems, BPS people also have a higher risk for depression and other social
problems (Kemp, 1981; Koenes & Karshmer, 2000). The improvement of actual vision could be
beneficial for BPS people to help them overcome some practical struggles and thereby improve their
mental state.
That is why there is an increasing interest in the development of Artificial Vision (AV) (Bertozzi
et al., 2002; Fernandes et al., 2012; Humayun & de Juan, 1998; Soria et al., 2006). The applications
of AV are diverse; it can be applied in the development of robots or road vehicles (Bertozzi et al.,
2002; Soria et al., 2006), but more importantly, AV can also be used in the regaining of sight for
BPS people by implementing it in neurotechnological visual prosthetic devices (Fernandes et al.,
2012).
In this paper, we will focus on the use of AV to restore a rudimentary form of sight in BPS
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R. E. Lucas Master Thesis
people. We will mainly focus on the application of AV for navigation and investigate the efficiency
of several algorithms and AV-parameters.
1.1 Theoretical Background
The application of AV in BPS people is typically achieved through electrical stimulation. Hu-
mayun and de Juan (1998) found that the electrical stimulation of the visual cortex resulted in
the appearance of blobs of light, which are called phosphenes. These phosphenes could be used
to compensate for the lack of photoreceptors in patients (Humayun & de Juan, 1998). With the
discovery of these phosphenes, visual prostheses could be developed. Visual prostheses are devices
that can evoke a visual percept through different stimulation methods, such as the use of electrical
stimulation (Fernandes et al., 2012) or optogenetics (Barrett et al., 2014). There are currently
roughly two different types of visual prostheses: retinal prostheses and cortical prostheses. Retinal
prostheses evoke percepts by stimulating the retinal neurons to compensate for damaged photore-
ceptors (Pio-Lopez et al., 2021). Cortical prosthesis, on the other hand, stimulate the visual cortex
to evoke visual percept (Liu & Humayun, 2014). Humayun and de Juan (1998) discussed that when
these visual prostheses elicit meaningful visual percepts, they could help BPS people by restoring
some of their vision.
Since then, extensive research has been conducted for the development of useful visual prostheses
(Chen et al., 2009; De Ruyter Van Steveninck, cl¨u, et al., 2022; De Ruyter Van Steveninck, Van
Gestel, et al., 2022; Dobelle et al., 1974). In 1974, two participants were implanted with an early
visual prosthesis (Dobelle et al., 1974). Both participants were able to recognize simple patterns,
such as letters. In 2012, the recognition of letters improved further, and the prostheses could even
be used for mobility and orientation (Fernandes et al., 2012).
The improvement of mobility and orientation is an important aspect of the development of AV
and assistive technologies. This because navigation is a difficult task for BPS people (Giudice, 2018;
Kemp, 1981). They often need the assistance of sighted people or a guidance dog (Bousbia-Salah
et al., 2007). There are often obstacles that need to be avoided, but that should be detected first, a
feat that strongly relies on vision in sighted people. When using a probing cane, the user can find
obstacles that are close by, but they cannot know what obstacles are further ahead (Bousbia-Salah
et al., 2007). However, with the use of phosphenes, the coming of obstacles further ahead could be
anticipated and avoided (De Ruyter Van Steveninck, Van Gestel, et al., 2022).
Nevertheless, the problem that often arises with this type of phosphene vision is that its ef-
fectivity depends on the number of phosphenes, which is determined by the number of implanted
electrodes. However, the space that can be stimulated with implanted electrodes in the human
primary visual cortex is very limited (van der Grinten et al., 2022). It is therefore important to
determine the desired amount of phosphenes before implanting any electrodes in the brain of a BPS
person. This because the placement of these visual prostheses can be very invasive and in the past
some implementations where experienced as rushed and ill prepared (Chen et al., 2009; Dobelle
et al., 1974; Fernandes et al., 2012). A solution for this problem is the use of simulated prosthetic
vision (SPV). Phosphene configurations can be tested noninvasively with SPV experiments that
are run with sighted participants. In such experiments, sighted people experience phosphene or
prosthetic vision through a simulation. This can for instance be done using a Virtual Reality (VR)
setup or by navigating on a computer through a virtual environment (Bollen et al., 2019; De Ruyter
Van Steveninck, Van Gestel, et al., 2022). These experiments can then be used to evaluate the
minimum requirements that are needed to restore a certain ability (Vergnieux et al., 2017). In gen-
eral, such simulations can thus help with the development of prostheses by determining the optimal
number, placement, and processing of phosphenes and electrodes without damaging a participant
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(Chen et al., 2009).
While SPV is a commonly used study method, it also has some drawbacks. One of the problems
is that these simulations often lack realism and biological plausibility (van der Grinten et al., 2022).
For example, the interaction between phosphenes in SPV studies is not the same as in real prostheses
(Chen et al., 2009). Furthermore, the temporal dynamics between phosphenes needs to reflect the
delay that can occur between the onset and offset of a phosphene (Dobelle et al., 1974). Namely,
the phosphene response and duration, change depending on the stimulus presentation (Chen et
al., 2009). Due to these shortcomings, some current results of SPV studies cannot be applied to
prosthetic vision. This creates a problem for the development of visual prostheses. If we cannot
properly study a prosthesis without invasively stimulating a person’s brain, we might need to look
at other options to improve the life of BPS people.
The problems with AV and mainly SPV studies were also noted by van der Grinten et al. (2022).
As said before, SPV studies lack biological plausibility. Chen et al. (2009) noted that for SPV studies
to be relevant, it is important that simulated phosphenes are represented as those evoked by a real
visual prosthesis. That is why van der Grinten et al. (2022) developed a biologically plausible
phosphene simulator. This simulator allows phosphene vision to take several characteristics of
the cortex into account which results in phosphenes that should look very similar to those evoked
by electrical cortical stimulation. It works in real-time and therefore can be used in behavioural
experiments such as SPV studies (van der Grinten et al., 2022). Using this simulator in SPV studies
will make the results a much stronger prediction for real visual prostheses.
While this simulator helps to study prostheses, the limited number of phosphenes relative to the
rich visual scenes we typically perceive still causes a substantial proportion of information to get lost
(Sanchez-Garcia et al., 2020). This is a problem for more complex tasks, such as navigation, which
require more in-depth interpretations and exact visual cues of information (Sanchez-Garcia et al.,
2020). Simple environments can be expressed in phosphene simulations, but more complex and
real-life environments are still too complex (De Ruyter Van Steveninck, Van Gestel, et al., 2022).
That is why helpful information reduction methods need to be researched and used in (simulations
of) visual prostheses.
Different algorithms have been used and developed to extract information from a visual scene.
A commonly used algorithm is an edge-detection algorithm. This algorithm extracts visual gra-
dients from all areas of the visual scene (De Ruyter Van Steveninck, Van Gestel, et al., 2022).
The advantage of this method is its ability to exclude noise, which is useful in real-world images
(Truchetet et al., 2001). However, this method subtracts a lot of information and requires more
phosphenes to capture the environment compared to a method where less information is subtracted.
An alternative is a surface-boundary algorithm (De Ruyter Van Steveninck, G¨cl¨u, et al., 2022).
A strict version of this algorithm removes all within-surface information and background textures
from a visual scene. With this simplification, a trade-off is created between interpretability and
informativity (De Ruyter Van Steveninck, Van Gestel, et al., 2022). Another algorithm that can be
used to visualize a scene is semantic segmentation. Sanchez-Garcia et al. (2020) clustered informa-
tion based on semantic meaning. This way objects fall under a semantic category and correspond
to a certain meaning. In their study, they combined the use of instance segmentation with the use
of semantic segmentation. This to both highlight the useful areas and show the edges of objects
and environments. Using this algorithm improved the recognition of objects and rooms compared
to a no processing method which caused an overload of information (Sanchez-Garcia et al., 2020).
De Ruyter Van Steveninck, Van Gestel, et al. (2022) did not find any improvement in their study on
mobility performance when only using an information reduction algorithm. Sanchez-Garcia et al.
(2020), on the other hand, found that recognition performance improved when combining an infor-
mation reduction algorithm with the important aspects in the scene. This means that highlighting
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useful parts of the environment and subtracting only useful information can improve performance.
More studies have been conducted to test information reduction. Vergnieux et al. (2017) studied
navigation and mobility. They focussed on way finding and compared different methods of infor-
mation display to see how well people could identify landmarks and remember the map of unknown
environments. They found that only rendering the edges of the environment was beneficial for the
performance of participants. Showing that minimum information is very sufficient to find one’s
way in an unknown environment. Fornos et al. (2005) studied the minimization of information in
reading. By minimising the sections shown of a text, participants were more able to read the text
(Fornos et al., 2005).
Lastly, Bollen et al. (2019) used simulated phosphene vision for emotion recognition. They com-
pared an edge detection algorithm to a more simple but still powerful image processing algorithm.
By reducing the amount of information, they found that the accuracy of emotion recognition was
saturated with a grid of 5k phosphenes. On the other hand, using the edge detection algorithm,
saturation was only found around 10k phosphenes. This illustrates that when only useful informa-
tion is used, in this case, the mouth, eyes, nose and facial contours, fewer phosphenes are necessary
to reach maximal performance.
1.2 This Paper
In this paper, we will further investigate the use of artificial vision in the improvement of
navigation for blind and partially sighted people. Since the most prominent current problem seems
to be the limited amount of information that can be represented with phosphene vision, we propose
a different method to process visual input, namely a ”walkable path”. The walkable path is a line
that can be constructed from phosphenes and that can indicate the path where the user can walk
on the sidewalk without hitting obstacles. This makes optimal use of a low phosphene resolution,
while still enabling people to navigate through complex scenes.
We conducted an SPV experiment to test the performance on a navigation task to evaluate
this method. We will compare three information-reduction methods for processing visual input to
evaluate the difference in performance and experience: 1) a semantic segmentation (SS) method,
2) a walkable path (WP) method, and 3) a combination of these two methods (SW).
We hypothesize that the walkable path improves navigation performance, and we thus expect
a higher performance in the methods where a walkable path is present (WP & SW) compared to
the condition where this path is absent (SS). This expectation mainly stems from the fact that
limited information can increase performance (Bollen et al., 2019; De Ruyter Van Steveninck, Van
Gestel, et al., 2022). Furthermore, we expect the subjective evaluation of phosphene vision to be
more positive in the conditions where a walkable path is present because the information is more
focused on the task. We expect a subjective preference for the SW method to the WP method,
since we think that having the environment present may feel more natural and gives a reference of
movement.
We will also compare different phosphene densities. For each method we compare the perfor-
mance across simulations with 64, 625 or 1000 phosphenes. We expect performance to improve
with higher phosphenes numbers.
2 Methods
Before starting the data collection an Ethics and Privacy Quick Scan was performed. This Scan
of the Utrecht University Research Institute of Information and Computing Sciences classified this
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R. E. Lucas Master Thesis
research as low risk. No full ethics review or privacy assessment was required. This research was
executed according to the protocol of the Faculty of Social Sciences.
2.1 Participants
Data was collected from 20 participants: 10 Males and 10 females aged 19-49 years (M = 25.1,
SD = 6.37). They participated on a voluntary basis and could withdraw at any moment during the
experiment. They were, if applicable, compensated with student credit. Overall participants did
not have any visual impairments (contact lenses and glasses were allowed). One participant had
amblyopia but did not show to be an outlier. Nine participants had some experience with Virtual
Reality (VR) and twelve participants had no experience with Virtual Reality. Seven participants
described themselves as gamers. Two female participants were excluded from the study because
they could not complete the experiment due to extreme nausea in the VR environment.
2.2 Materials
2.2.1 VR
This experiment was conducted using a Virtual Reality (VR) setup. We used an HTC VIVE
PRO headset with a portable battery. The headset had a 1440x1600 resolution per eye, 98
hor-
izontal Field of View and a refresh rate of 90 Hz. The headset had a wireless connection to two
base stations that were used to track the movement of the headset and controllers. The tracking
frequency was 1000 Hz. There were two controllers with multiple buttons. In this experiment we
used the track pad on top of the controllers and the index trigger on the bottom of the controllers.
2.2.2 Unity
The experiment was built in Unity
©
using the Unity documentation for help (Technologies,
n.d.). The base of the environment was built by Art Equilibrium (2020) and represented the streets
of New York. This environment was adapted for this experiment by writing additional scripts for
an experimental pipeline and by adding some objects in the environment. The adaptations for the
working of the simulator and different shaders for this environment were done by De Ruyter van
Steveninck (2023).
Shaders To create the black, white edge contrast, an edge detection shader was used. This shader
was created by van der Grinten et al. (2022). It uses a Sobel filter to create the edges and does
not have a smoothing step. In figure 1b sub-panel (I) a representation of the world with only edge
detection is shown. The other figures show the world with the each information-reduction methods
and edge detection.
Semantic Segmentation The contrast between objects was created with semantic segmentation.
Each object was labelled to one of the following categories: plants, cars, houses, road, probs, signs,
fences, walkable path, or default.
Each category contained objects with corresponding semantic meanings. Every category had a
different colour and edges were created between objects of a different category. This is shown in
figure 1a sub-panel (II).
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R. E. Lucas Master Thesis
Figure 1: Visual representation of the information-reduction methods applied to the environment
before and after applying edge detection
(a) Before applying the edge detection algorithm
I) Before any processing,
II) the SS method,
III) the SW method,
IV) the WP method
(b) After applying the edge detection algorithm
I) only edge detection,
II) the SS method,
III) the SW method,
IV) the WP method
Walkable Path Throughout the environment, a line was drawn that avoided obstacles and kept
participants on the sidewalk. When walking on this path and following it, participants should be
able to walk a perfect route.
Under the hood, this worked the same as the Semantic Segmentation. However, there were only
two categories and thus two colours. So, the edges existed between the lines of the path and the
rest of the environment. This is shown in figure 1a sub-panel (IV).
2.2.3 Phosphene Simulator
For the phosphene simulator, we used an implementation of the simulator by van der Grinten
et al. (2022). This is a biological plausible simulator that ensures that the results of this study will
be informative for real cortical implants. Three different files were generated with either 64, 625
or 1000 phosphenes within a field of view of 50 degrees. The locations of these phosphenes were
determined in a uniform randomized matter using polar coordinates. This can be seen in figure 2.
The size of the receptive field of the phosphene was set to 5. This was relative to the phosphene
size which was recorded in dynamic visual acuity. Phosphenes became smaller and denser when
they were in the fovea and bigger once they spread out towards the peripheral field. Phosphenes
became activated when edges became within the field of view.
2.2.4 Questionnaire
A questionnaire was used to evaluate the subjective experience of the participants. We measured
how easy they found the task, how mentally and physically challenging it was, whether they felt
stressed or comfortable, if they were aware of the environment and if they needed more guidance.
Participants had to respond on a 7-point Likert scale how much they agreed with the statement.
1 indicated they strongly agreed, 4 indicated that they neither agreed nor disagreed and 7 indicated
that they strongly disagreed.
The following statements were used to evaluate the subjective experience:
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R. E. Lucas Master Thesis
Figure 2: Phosphene densities in 50 degrees FoV
Note. I) 64 phosphenes, II) 625 phosphenes and III) 1000 phosphenes
1. The overall task I was assigned was easy to complete.
2. The navigation task was mentally challenging.
3. The navigation task was physically challenging.
4. I felt stressed while completing the navigation task.
5. I felt comfortable while navigating in the VR environment.
6. I was aware of my surroundings.
7. More guidance during the task would be beneficial for me.
8. The choices I made throughout the task were based on my understanding about the environ-
ment.
After collecting the responses, some questions were re-scaled so that an overall score could be
interpreted. Question 2, 3, 4, 7 and 8 were re-scaled by replacing the low numbers with correspond-
ing high numbers. After that an overall score could be calculated. This score represents a positive
or negative experience, where a higher score means a more negative experience and a lower score a
more positive experience.
2.3 Conditions & Task
All participants experienced all three information-reduction methods: semantic segmentation
(SS), walkable path (WP) and these two methods combined (SW). In the SS condition the partici-
pant had to find their own way and deduce from the environment where they could and could not
walk. In the WP condition participants only had a path to guide them. This path showed them
where they could walk to stay on the sidewalk or crossroad and without hitting obstacles. In the
SS condition participants had the path to guide them but could also interpret the environment in
their own way.
For each method three different phosphene concentrations where compared: 64, 625 or 1000
phosphenes. So, in total there were 9 different conditions that all participants experienced. Partic-
ipants were divided into six groups. Each group had a different order of the information-reduction
methods. So, they would either start with SS, WP, or SW. This was done so that the experiment
was counterbalanced to avoid recency and learning effects. An overview of the different conditions
can be found in figure 3.
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R. E. Lucas Master Thesis
Figure 3: Different phopshene densities for each information-reduction method
Note. The figures (A, B, C) on the first row contain 64 phosphenes. The figures (D, E, F) on the
second row contain 625 phosphenes. The figures (G, H, I) on the third row contain 1000 phosphenes.
The first column (A, D, G) presents the WP method, the second column (B, E, H) the SS method
and the third column (C, F, I) the SW Method. For panels F and I the path is accentuated with
a line.
In each trial, participants were asked to complete a navigation task. They either had to get
some bread at the bakery, post a letter, find a taxi, or throw away the trash as can be seen in figure
4. Each task had a different starting point at which participants heard which goal they had to find.
An audio voice guided them in the right direction. This voice told them to either go left or right,
or whether the destination was on their left or right side. If there were no directions, participants
were instructed to walk straightforward. When arriving at the finish, participants had to either
bump or walk into the finish.
2.4 Procedure
After entering the lab, the participants were asked to sign an informed consent and got a brief
instruction of the task. Then the VR headset was put on their head and adjusted to the right
settings.
First participants had to type in their participant number and group number in the menu.
After that the participant was allowed to practice in the VR environment with guidance of the
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R. E. Lucas Master Thesis
Figure 4: End goals of the four different trials
Note. I) The Bakery, II) The Postbox, III) The Taxi, IV) The Trash
experiment leader. This was done to make sure that they felt comfortable and also to show the
different settings they would experience.
When the participant felt comfortable enough in the environment, they started practicing the
routes of the four different trials. After practicing these routes, the real experiment began. For
each condition, the participant completed four trials. Each trial took a maximum of 120 seconds.
After these four trials, the participant was asked a few questions about their experience with this
navigation method. During the experiment, the experiment leader monitored if participants felt
nauseous and if they needed a break. The experiment leader also helpt redirecting participants if
they got lost in the environment. In total, participants completed 36 trials and 9 questionnaires.
After completing the experiment, the VR headset was removed and participants where, when
applicable, compensated for their time.
2.5 Data Collection & Analysis
Data was logged for each trial. We logged the time it took participants to complete a trial,
the number of times they bumped into obstacles and the number of times they deviated from the
sidewalk.
We then first tested the impact of the type of information-reduction method and the number of
phosphenes on the combination of the three dependent variables with a MANOVA Wilks test. After
that, we tested the impact of the methods and number of phosphenes on the individual dependent
variables with multiple ANOVA tests. We also compared the difference between different number of
phosphenes conditions within a method. Subjective responses were also compared across different
methods and number of phosphenes.
Whenever we found a significant effect in these tests, we performed post-hoc tests with a Tukey
correction to study the difference across groups.
All statistical tests were done using JASP (JASP Team, 2023).
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3 Results
The tables of these tests can be found in Appendix A. We also performed Bayesian ANOVAs
to test the robustness of these results. Those findings can be found in Appendix B.
3.1 Descriptive Statistics
The descriptive statistics for each number of phosphenes can be found in table 1. The descriptive
statistics for each information-reduction method can be found in table 2.
Table 1: Descriptive Statistics for the different numbers of phosphenes
trialTime obstacleBumpCount roadBumpCount
64 625 1000 64 625 1000 64 625 1000
Valid 212 216 216 212 216 216 212 216 216
Missing 4 0 0 4 0 0 4 0 0
Mean 100.258 78.523 71.133 34.736 24.611 21.236 4.302 3.449 2.861
Std. Deviation 26.280 31.958 29.129 21.951 17.370 15.793 4.809 5.153 4.213
Minimum 35.681 27.306 21.944 4.000 2.000 2.000 0.000 0.000 0.000
Maximum 122.517 122.518 122.510 101.000 89.000 81.000 30.000 43.000 22.000
Table 2: Descriptive Statistics for the different information-reduction methods
trialTime obstacleBumpCount roadBumpCount
SS SW WP SS SW WP SS SW WP
Valid 212 216 216 212 216 216 212 216 216
Missing 4 0 0 4 0 0 4 0 0
Mean 92.131 81.998 75.635 32.703 25.611 22.231 5.877 3.181 1.583
Std. Deviation 28.368 32.071 32.355 20.533 19.750 16.169 5.408 4.512 3.100
Minimum 31.785 21.944 23.666 4.000 2.000 3.000 0.000 0.000 0.000
Maximum 122.514 122.518 122.514 101.000 89.000 82.000 43.000 27.000 22.000
3.2 General Effect
First we looked at the general effect on trial time, number of obstacle bumps and number
of road bumps. We found that phosphene number (Wilks’ Λ(2, 608) = 0.820, p < .001) and
information-reduction method (Wilks’ Λ(2, 608) = 0.827, p < .001) both had a significant effect on
the dependent variables combined. The type of trial also had a significant effect on the dependent
variables combined (Wilks’ Λ(3, 608) = 0.831, p < .001). We are not interested in the effect of trial
type on performance but take it into our analysis to explain some of the variance in our data. Fur-
thermore, the interaction between information-reduction method and phosphene numbers (Wilks’
Λ(4, 608) = 0.963, p = 0.028) and the interaction between trial type and information-reduction
method (Wilks’ Λ(6, 608) = 0.937, p = 0.002) showed to be significant. The different interactions
between phosphene number and information-reduction method did not have a significant effect on
the number of obstacle bumps or the time needed to complete a trial.
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After looking at the general effect on performance, we zoomed in on the individual impact of
the independent variables on the dependent variables. All effects are visualized in figure 5, 6, 7.
Figure 5: Average number of obstacle bumps
Note. A higher score corresponds to a more obstacle bumps.
Figure 6: Average number of obstacle bumps
Note. A higher score corresponds to a more road bumps.
Figure 7: Average time needed to complete a trial
Note. A higher score corresponds to a more trial time.
3.3 Phosphene Number
The number of phosphenes had a significant effect on the number of obstacle bumps (F (2, 632) =
36.539, p < 0.001), the number of road bumps (F (2, 632) = 6.382, p = 0.002) and the time it took
to complete a trial (F (2, 632) = 66.094, p < .001).
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We performed a post hoc test to test the differences between phosphene densities on obstacle
bumps. We found that 64 phosphenes differed significantly from 625 phosphenes (t = 5.886,
p < .001) and 1000 phosphenes (t = 7.825, p < .001). When using 64 phosphenes participants
had on average 10.246 more obstacle bumps compared to using 625 phosphenes and 13.621 more
obstacle bumps compared to using 1000 phosphenes. 625 phosphenes and 1000 phosphenes did not
differ significantly (t = 1.948, p = 0.126).
We also performed a post hoc test to see the difference between phosphene densities on number
of road bumps. We found that 64 phosphenes did not differ significantly from 625 phosphenes
(t = 2.116, p = 0.087). 64 phosphenes did differ significantly from 1000 phosphenes (t = 3.501,
p = 0.001). Compared to 1000 phosphenes participants had on average 1.486 more road bumps when
using 64 phosphenes. 625 phosphenes and 1000 phosphenes did not differ significantly (t = 1.392,
p = 0.346).
Lastly, we performed a post hoc test to see the difference between phosphene densities on time
needed to complete a trial. We found that 64 phosphenes differed significantly from 625 phosphenes
(t = 7.953, p < .001) and 1000 phosphenes (t = 10.646, p < .001). 625 phosphenes and 1000
phosphenes also differed significantly (t = 2.706, p = 0.019). Using 1000 phosphenes participants
were on average 7.390 seconds faster compared to using 625 phosphenes and 29.215 seconds faster
compared to using 64 phosphenes. Using 625 phosphenes, participants were on average 21.825
seconds faster compared to using 64 phosphenes.
3.4 Information-reduction methods
The type of information-reduction method had a significant effect on the number of obstacle
bumps (F (2, 632) = 21.433, p < .001), the number of road bumps (F (2, 632) = 54.095, p < .001)
and the time it took to complete a trial (F (2, 632) = 20.466, p < .001).
We performed a post hoc test to see the difference between methods on number of obstacle
bumps. We found that SS method differed significantly from the SW method (t = 4.165, p < .001)
and the WP methods (t = 6.107, p < .001). With using the SS method participants had on
average 7.251 more obstacle bumps compared to using the SW method and 10.631 more obstacle
bumps compared to using the WP method. The SW method and the WP method did not differ
significantly (t = 1.951, p = 0.125).
We again performed a post hoc test to see the difference between methods on the number of
road bumps. We also found that SS method differed significantly from the SW method (t = 6.392,
p < .001) and the WP methods (t = 10.155, p < .001). The SW method and the WP method also
differed significantly (t = 3.782, p = 0.123). Using the WP method, participants had on average
1.597 fewer road bumps compared to using the SW method and 4.310 fewer road bumps compared
to using the SS method. Using the SW method, participants had on average 2.713 fewer road
bumps compared to using the SS method.
The last post hoc test was performed to see the difference between methods on the time needed
to complete a trial. We also found that SS method differed significantly from the SW method
(t = 3.780, p < .001) and the WP methods (t = 6.099, p < .001). Participants where 10.374
seconds slower when using the SS method compared to the SW method and 16.737 seconds slower
when using the SS method compared to the WP method. The SW method and the WP method
did not differ significantly (t = 2.330, p = 0.052).
Lastly, we zoomed in on the different information-reduction methods to look at the difference
between number of phosphenes within a method.
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R. E. Lucas Master Thesis
3.4.1 Semantic Segmentation
For the SS method we found that there was a significant effect of phosphene number on the
number of obstacle bumps (F (2, 209) = 10.846, p < 0.001) and the trial time (F (2, 209) = 15.242,
p < .001). There was no significant effect on the number of road bumps (F (2, 209) = 1.670,
p = 0.191). A post hoc test showed that there was a significant difference between 64 phosphenes
and 625 phosphenes for both obstacle bumps (t = 3.042, p = 0.007) and time (t = 2.982, p = 0.009).
Using 64 phosphenes, participants had 10.100 more obstacle bumps and were 13.427 seconds slower
than when using 625 phosphenes. There also was a significant effect between 64 phosphenes and
1000 phosphenes both obstacle bumps (t = 4.589, p < 0.001) and time (t = 5.519, p < .001).
Using 64 phosphenes, participants had 15.239 more obstacle bumps and were 24.849 seconds slower
than when using 1000 phosphenes. There was no difference between 625 phosphenes and 1000
phosphenes for obstacle bumps (t = 1.570, p = 0.261). For time there was a significant difference
(t = 2.574, p = 0.029). Using 1000 phosphenes, participants were 11.422 seconds faster compared
to using 625 phosphenes.
3.4.2 Walkable Path
For the WP method we found that there was a significant effect of phosphene number on the
number of obstacle bumps (F (2, 213) = 6.174, p = 0.002) and the trial time (F (2, 213) = 21.308,
p < .001). There was no significant effect on the number of road bumps (F (2, 213) = 0.679,
p = 0.508). A post hoc test showed that there was a significant difference between 64 phosphenes
and 625 phosphenes for both obstacle bumps (t = 2.992, p = 0.009) and time (t = 5.595, p <
.001). Participants bumped on average into 7.875 more obstacles and where 27.670 seconds slower
when using 64 phosphenes compared to using 625 phosphenes. There also was a significant effect
between 64 phosphenes and 1000 phosphenes both obstacle bumps (t = 3.092, p = 0.007) and
time (t = 5.710, p < .001). Here participants bumped on average into 8.139 obstacles and where
28.241 seconds slower when using 64 phosphenes compared to using 625 phosphenes. There was no
difference between 625 phosphenes and 1000 phosphenes both obstacle bumps (t = 0.100, p = 0.994)
and time (t = 0.115, p = 0.993).
3.4.3 Semantic Segmentation with Walkable Path
For the SW method we found that there was a significant effect of phosphene number on the
number of obstacle bumps (F (2, 213) = 17.410, p < .001), number of road bumps (F (2, 213) =
7.071, p = 0.001) and the trial time (F (2, 213) = 27.515, p < .001). A post hoc test showed that
there was a significant difference between 64 phosphenes and 625 phosphenes for both obstacle
bumps (t = 4.163, p < .001) and time (t = 5.092, p < .001). Using 64 phosphenes, participants
on average bumped into 12.764 obstacles and where 24.378 seconds slower compared to using 625
phosphenes. There was no significant difference between 64 phosphenes and 625 phosphenes for
road bumps (t = 1.765, p = 0.184). There also was a significant effect between 64 phosphenes
and 1000 phosphenes obstacle bumps (t = 5.703, p < .001), road bumps (t = 3.758, p < .001)
and time (t = 7.218, p < .001). Using 64 phosphenes, participants on average bumped into 17.465
more obstacles, had 2.750 more road bumps and were 34.554 seconds slower compared to using
1000 phosphenes. There was no difference between 625 phosphenes and 1000 phosphenes obstacle
bumps (t = 1.540, p = 0.274), road bumps (t = 1.993, p = 0.116) and time (t = 2.126, p = 0.087).
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R. E. Lucas Master Thesis
Figure 8: Average response on the questionnaire
Note. A higher score corresponds to a more negative experience, a lower score to a more positive
experience.
3.5 Questionnaire
After rescaling the data, we found that the type of information-reduction method (F (2, 1279) =
24.175, p < .001) and number of phosphenes (F (2, 1279) = 40.317, p < .001) on the response on
the questionnaire. A visualization of the data can be found in figure 8. A post hoc test showed that
there was a significant difference between 64 phosphenes compared to 625 phosphenes (t = 6.724,
p < .001) and 1000 phosphenes (t = 8.537, p < . 001). On average when using 64 phosphenes,
participants were 0.824 points more negative compared to using 625 phosphenes and 1.047 points
more negative compared to using 1000 phosphenes. There was no significant difference between
625 phosphenes and 1000 phosphenes (t = 1.824, p = 0.162). This test also showed that there was
a significant effect between the SS method compared to the WP method (t = 6.515, p < .001) and
the SW method (t = 5.303, p < .001). On average, using the SS method, participants were 0.650
points more negative compared to using the SW method and 0.789 points more negative compared
to using the WP method. There was no significant difference between the WP method and the SW
method (t = 1.130, p = 0.496).
4 Discussion
In this study we explored the efficacy of different forms of artificial vision for navigation. More
specifically, we studied the impact of different information-reduction methods to process visual
input and different phosphene densities on the performance of participants on a navigation task.
We compared three methods namely, semantic segmentation (SS), a walkable path (WP) and the
combination of these two (SW). For each method, we compared three different phosphene densities:
64, 625 and 1000 phosphenes. We evaluated each condition on three variables: number of obstacle
bumps (obstacle bumps), number of road bumps (road bumps) and the time needed to complete a
trial (trial time). We also asked participants to rate their qualitative experience of these conditions
and to state their personal preference for a method. This simulated phosphene vision experiment
thus tested how efficiently people navigate in these conditions and how they experienced these
different visual experiences.
The results indicate that the overall performance is affected by the number of phosphenes and by
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R. E. Lucas Master Thesis
the type of information-reduction method. This means that the mean performance on each method
and each phosphene density was significantly different from the other methods and densities. We
looked at each individual performance variable to see how each method and density differed from
the others.
First, we zoomed in on the impact of the number of phosphenes on the individual perfor-
mance variables. We found that using 64 phosphenes leads to more road bumps, obstacle bumps
and a higher trial time compared to using 625 phosphenes or 1000 phosphenes. When using
625 phosphenes, participants needed more time to complete a trial then when they used 1000
phosphenes. Using either 625 or 1000 phosphenes showed no difference in the number of obsta-
cle or road bumps. This can be explained by the fact that a higher resolution can lead to more
detailed visual percepts. With only 64 phosphenes a user has a harder time to determine what
objects are in front of them or when they are walking onto the road. This because a user cannot
see everything around them when using just a few phosphenes. With 625 or 1000 phosphenes this
becomes increasingly easier. Objects can be recognized easier and with 1000 phosphenes, users can
discriminate better between the road and sidewalk because they have more phosphenes to look at
both obstacles and the road. Furthermore, when using more phosphenes a user can become more
confident when walking, which will lead to a faster trial time.
Secondly, we looked at the impact of the different information-reduction methods on the indi-
vidual performance variables. We found that the SS method leads to more obstacle bumps, road
bumps and completion time compared to the SW and WP method. Using the WP method, partic-
ipants bumped less into the road and needed less time to complete a trial. There was no difference
in the number of obstacle bumps when using the WP or SW method. When using the SS method,
users have to determine their own path while visual input is limited. Users have to decide what the
difference is between the road, an obstacle and the sidewalk but also decide if they turned enough
towards the right direction. This decision making takes longer then when they have a guided path.
This decision making process is also a problem for the SW method. Users have to determine the
difference between the path and the environment. This can cause some confusion which leads to
slower times and more road bumps.
Thirdly, we dived deeper into these individual information-reduction methods to see the differ-
ence in impact on performance between phosphene densities. For each method, participants needed
more time to complete a trial and bumped into more obstacles when using only 64 phosphenes.
When using the SS method, participants where the fastest when navigating with 1000 phosphenes.
There was no significant difference in the number of obstacle bumps when using SS with 625 or
1000 phosphenes. For the SS method and WP method there was no difference in the number of
road bumps between phosphene densities. When using the SW method, participants also performed
worse on the number of road bumps when using only 64 phosphenes. More phosphenes lead to a
better performance, but there was no significant difference on all variables between 625 and 1000
phosphenes for the SW method. This was also the case when using the WP method for the number
of obstacle bumps or trial time. As said before, with fewer phosphenes users need more time to
discriminate between obstacles and the road but also see less of the world around them which
causes a worse performance. For the SS method, we see that more phosphenes leads to a faster
performance. This can be caused by the fact that users feel more confident and thereby walk faster.
When using SW with 64 phosphenes, users had a harder time discriminating between the road and
sidewalk then when they had more phosphenes. This might have been caused by mistaking the line
that divides the road and the sidewalk for the walkable path. This causes the users to differ more
from the road instead of staying on the sidewalk. When the number of phosphenes increases, this
division became more clear and thereby reduced the number of road bumps. We also see that for
most variables there was no difference between 625 and 1000 phosphenes.
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R. E. Lucas Master Thesis
Lastly, we zoomed in on the average responses per question to look for an explanation for
the subjective preference of the walking path. We saw that participants found the task slightly
easier when only using the walkable path compared to also having the environment. They also felt
slightly less mentally and physically challenged and were a bit more comfortable when using only
the walkable path. This may have lead to the observed subjective preference for the walkable path
over the combination of the path and environment.
Altogether, this study shows that from those tested, the worst information-reduction method
to use for navigation is the SS method with only 64 phosphenes. The best method to use is the WP
method because there were less road bumps and less time was needed to complete a trial. For this
method, looking at the objective measurements and the questionnaire it does not matter whether
the user uses 625 phosphenes or 1000 phosphenes. However, there was an observed subjective
preference for more phosphenes over less.
In line with our expectations, we see that using a walkable path leads to better performance
compared to using no path for navigation. We see that the performance on navigation using the WP
or SW method differs a bit from each other. Counter to our hypothesis, participants preferred using
only the path without the environment. This did not show from the questionnaire results in which
we only saw a more positive experience for a method with a path compared to a method without
a path. When, however, we directly asked participants which method they would prefer to use
during navigation, most preferred using only the walkable path method. We see that performance
indeed improves when adding more phosphenes but we also see that more phosphenes in this case
does not necessarily lead to a better performance.
So, the choice for the optimal information-reduction method is based on both objective and
subjective measurements. A method should be objectively one of the best performing methods.
Furthermore, it should be relatively positively experienced. When multiple methods meet these
criterion, a personal preference of the user can determine which method will be implemented in the
end.
In conclusion, the results of this study imply that using a walkable path can improve performance
on a navigation task but that performance does not keep increasing with increasing phosphene
counts. While current studies still work on the improvement of electrode placement (Abouelseoud
et al., 2022), it is useful to keep in mind that improvement of performance can saturate.
To use a walkable path for real-life navigation some extra steps are necessary in the processing
of the environment. An algorithm is needed to scan the environment and classify all obstacles
and detect the difference between the road and sidewalk. Existing algorithms can be used such
as the edge detection of semantic segmentation algorithms. A new algorithm must be designed to
determine, within this classification, which of the spaces are unoccupied. This algorithm should
then determine whether these spaces are big enough to be walked upon by a human. Then, the
algorithm needs to draw a line through these spaces to guide the user in the environment. This
algorithm should work in real-time so that it can work in any environment.
Additionally, these results suggest that we may want to rethink how visual prosthesis are de-
signed. Traditionally, such prostheses are regarded as a unitary substitute of general vision, apply-
ing a single image processing algorithm to its input to perform the required information reduction
and generate informative, yet relatively spare, stimulated patterns. However, different visual func-
tions may require different information reduction strategies and we may want to emulate that in
an adaptive prosthesis. We see that using a walkable path is more beneficial for the performance
on a navigation task than seeing the environment. This implies that if visual prostheses used this
walkable path, users would improve their performance with navigation, but this does not mean
that the same algorithm would be optimal for object recognition or reading.
A limitation of our study is the use of SPV. Despite using a realistic phosphene simulator
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R. E. Lucas Master Thesis
(van der Grinten et al., 2022), participants still had to move through the environment by using the
controllers, because of space limitations. Participants did not actually bump into objects, so they
did not experience the somatosensory feedback and disadvantage of bumping into things. Also,
because the environment was artificial, participants could not make adequate use of their sense of
space. Having these abilities can help improve performance and make navigation easier (Giudice,
2018). This makes the navigation less realistic.
For this study, we only looked at the number of phosphenes as a parameter. However, there
are many more parameters that could be fine-tuned and tested for this navigation task. The visual
field in which the phosphenes are generated could be an interesting parameter to investigate. For
example, how would a smaller or larger visual field impact the use of a walkable path. Furthermore,
it might be informative to look at the coverage of the visual field. In this study we used the full
coverage the visual field, however due to surgical limitations coverage might be restricted. Future
research should study these other parameters and fine-tune them for prostheses.
Another limitation was that we did not test the effects of the walkable path on depth perception.
In our VR environment participants did not have the need to use their depth perception due to
the fact that there were no staircases or height differences to take into account during navigation.
However, for real prostheses it is important to look into the impact of a walkable path on depth
perception because depth perception can be crucial aspect of sight (Zhao et al., 2018). Future
research should study the use of a walkable path with staircases and height differences to test its
impact on depth perception.
Due to some of these limitations it might be useful to also look at some alternatives for prosthe-
ses. One of the alternatives is to abandon the use of vision altogether. When vision is not available,
other senses are used to navigate through the world (Giudice, 2018). Mobility and orientation skills
can be learned to move around objects and orient oneself in an environment (Giudice, 2018). Also,
hearing can be used to compensate for the loss of vision. For example, hearing the sound of cars
when approaching a street, or the clicking sound when waiting at a traffic light. So instead of seeing
the environment BPS people can hear it or develop a sense of presence in the environment. An-
other solution is to use different technologies for navigation. Tan et al. (2021) created a new type of
guidance dog, namely a drone. They used this drone to scan the environment and help BPS people
navigate through the city. The downside of these drones was that they are not weather-resistant.
The drones are very light which makes it hard for them to fly in a strong wind (Tan et al., 2021).
The solution to this problem was to use stronger drones for navigation. Gonz´alez-Mora et al. (2006)
researched portable electronic devices that allow BPS people to receive spatial information from
their environment. This meant that users could ”hear” their environment and know when they
where nearby obstacles. (Bousbia-Salah et al., 2007) proposed an improved cane that could warn
users of obstacles through vibrations. However, while it senses obstacles, it cannot give the user
a sense of the environment (Bousbia-Salah et al., 2007). The problem with these alternatives is
that they can be very costly without actually restoring vision. So, using alternatives also has its
problems. That is why it remains important to further investigate the applications of AV in BPS
people.
Looking back at one of those applications, the WP can be beneficial for navigation. However, as
said before, the WP method might not be optimal for other tasks. When only using this method,
users would have problems with recognizing objects, rooms or emotions. That is why we would
propose to add an adaptive switching system to a visual prosthesis. This system can switch between
different modes depending on the setting and task that is at hand, for example, a navigation mode
for finding a friends house, a reading mode for a medicine package and different recognition modes
for seeing the table or person in front of them. For each mode, a different information-reduction
algorithm can be used. For example, for emotion recognition Bollen et al. (2019) method should
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R. E. Lucas Master Thesis
be used. For recognizing objects and rooms, an edge detection algorithm or semantic segmentation
method could be used (De Ruyter Van Steveninck, Van Gestel, et al., 2022). This switching system
changes the focus of current research to more task specific work, looking for the optimal settings
for each task.
Before implementing the proposed switching system onto real prostheses, future research should
be conducted about its applications. For cochlear implants, switching between a quiet and noise
setting improved speech intelligibility (Hey et al., 2016). An experimental study should be con-
ducted to test whether participants are able to operate such a switching system for visual implants.
In this experiment participants could be presented with different environments and tasks. They
should determine what setting they are present and then switch to the corresponding mode on
their system. This experiment could measure performance through completion time and correct
switches. After testing the switching system objectively, a thorough subjective evaluation should
be conducted. First an SPV study could investigate whether people enjoy using different modes or
if they find them tiring. Then, for example, a focusgroup could be created to evaluate how BPS
people feel about using such a system. For cochlear implants these personalized systems are already
in development. Multiple apps have been created by companies so that users can fine tune and
personalize their own implants. Examples are the Nucleus
©
Smart app and the Baha
©
Smart app.
However, no research could be found that evaluated how the user experiences switching between
different settings so an evaluating study could be beneficial. This evaluation should first happen in
an SPV study but then also for real prostheses users.
Another important aspect that should be studied, are the technical details of this switching
system. Using multiple information-reduction algorithms, will increase the processor that is needed
in an visual prosthesis. Optimization might be necessary to keep the processor compact and
portable, despite using multiple algorithms. A new study could construct this system and optimize
performance.
Lastly, another branch that could be explored within this, is to let an artificial intelligence (AI)
decide which mode is most applicable for a certain task or environment. This could be beneficial if
these proposed studies show that users are unable to detect what setting they are present or what
kind of task they need to complete. An AI could detect the setting and switch to the corresponding
mode to improve user experience. This implementation of AI has already started to be research
for cochlear implants (Hey et al., 2016) but more research should be done before this could be
implemented.
In general, big steps are being made to improve vision for BPS people. We still have a long way
to go, but we are starting to find the right path.
5 Acknowledgements
We would like to thank Jaap for providing the code of the simulator and helping with the
implementation of the simulator in Unity. Furthermore, we thank Django for providing tips for
setting up the VR setup. Lastly, thanks to Chris for supervising this thesis project.
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R. E. Lucas Master Thesis
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1.1316089
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sema, P., van Gerven, M., van Wezel, R., Guclu, U., & Gucluturk, Y. (2022). Biologically
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Zhao, Y., Kupferstein, E., Tal, D., & Azenkot, S. (2018). ”It Looks Beautiful but Scary”. https:
//doi.org/10.1145/3234695.3236359
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R. E. Lucas Master Thesis
Appendix A
Table 3: MANOVA on the effects of number of phosphenes, type of information-reduction method
and trial type on performance
Effect Wilks’ Λ DF p
intercept 0.093 1 <.001**
phospheneNumber 0.820 2 <.001**
trialName 0.831 3 <.001**
informationMethod 0.827 2 <.001**
phospheneNumber * trialName 0.972 6 <.001**
phospheneNumber * informationMethod 0.972 4 0.501
informationMethod * trialName 0.937 6 0.002**
phospheneNumber * trialName * informationMethod 0.968 12 0.998
Residuals 608
Total 645
Note. *p < .05. **p < .01
Table 4: ANOVA on the effects of number of phosphenes, type of information-reduction method
and trial type on the number of obstacle bumps
Source SS df MS F p
informationMethod 12596.358 2 6298.179 21.433 < .001**
phosphenesNumber 21473.956 2 10736.978 36.539 < .001**
phosphenesNumber * informationMethod 1779.799 4 444.950 1.514 0.196
trialName 20095.731 3 6698.577 22.796 < .001**
Residuals 185711.700 632 293.848
Total 241657.544 645
Note. *p < .05. **p < .01
Table 5: ANOVA on the effects of number of phosphenes, type of information-reduction method
and trial type on the number of road bumps
Source SS df MS F p
phosphenesNumber 239.252 2 119.626 6.382 0.002**
informationMethod 2028.023 2 1014.011 54.095 < .001**
phosphenesNumber * informationMethod 143.704 4 35.926 1.917 0.106
trialName 385.644 3 128.548 6.858 < .001**
Residuals 11846.910 632 18.745
Total 14643.533 645
Note. *p < .05. **p < .01
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R. E. Lucas Master Thesis
Table 6: ANOVA on the effects of number of phosphenes, type of information-processing method
and trial type on the time needed to complete a trial
Source SS df MS F p
phosphenesNumber 98469.503 2 49234.752 66.094 < .001**
informationMethod 30490.624 2 15245.312 20.466 < .001**
phosphenesNumber * informationMethod 5451.210 4 1362.802 1.829 0.121
trialName 40690.413 3 13563.471 18.208 < .001
Residuals 470787.557 632 744.917
Total 645889.307 645
Note. *p < .05. **p < .01
Table 7: Post hoc test for obstacles with different number of phosphenes
Mean Difference SE t p
tukey
64 625 10.246 1.658 6.182 < .001**
1000 13.621 1.658 8.218 < .001**
625 1000 3.375 1.649 2.049 0.102
Note. *p < .05. **p < .01
Table 8: Post hoc test for road with different number of phosphenes
Mean Difference SE t p
tukey
64 625 0.898 0.419 2.145 0.097
1000 1.486 0.419 3.549 0.001
625 1000 0.588 0.417 1.411 0.476
Note. *p < .05. **p < .01
Table 9: Post hoc test for time with different number of phosphenes
Mean Difference SE t p
tukey
64 625 21.825 2.639 8.270 < .001**
1000 29.215 2.639 11.070 < .001**
625 1000 7.390 2.636 2.814 0.014*
Note. *p < .05. **p < .01
Table 10: Post hoc test for obstacles with different methods
Mean Difference SE t p
tukey
SS SW 7.251 1.658 4.375 <.001**
WP 10.631 1.658 6.413 <.001**
SW WP 3.380 1.649 2.049 0.102
Note. *p < .05. **p < .01
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R. E. Lucas Master Thesis
Table 11: Post hoc test for road with different methods
Mean Difference SE t p
tukey
SS SW 2.713 0.419 6.480 < .001**
WP 4.310 0.419 10.295 < .001**
SW WP 1.597 0.417 3.834 < .001**
Note. *p < .05. **p < .01
Table 12: Post hoc test for time with different methods
Mean Difference SE t p
tukey
SS SW 10.374 2.636 3.931 < .001**
WP 16.737 2.639 6.342 < .001**
SW WP 6.363 2.636 2.432 0.041*
Note. *p < .05. **p < .01
Table 13: ANOVA on the effects of number of phosphenes, type of information-reduction method
and trial type on the subjective experience
Source SS df MS F p
phosphenesNumber 258.415 2 129.208 40.317 < .001**
informationMethod 154.948 2 77.474 24.175 < .001**
phosphenesNumber * informationMethod 8.071 4 2.018 0.630 0.641
Residuals 4098.891 1279 3.205
Total 4520.325 1287
Note. *p < .05. **p < .01
Table 14: Post hoc test for phosphenes on subjective experience
Mean Difference SE t p
tukey
64 625 0.824 0.123 6.724 < .001**
1000 1.047 0.123 8.537 < .001**
625 1000 0.222 0.122 1.824 0.162
Note. *p < .05. **p < .01
Table 15: Post hoc test for method on subjective experience
Mean Difference SE t p
tukey
SS SW 0.650 0.123 5.303 < .001**
WP 0.789 0.121 6.515 < .001**
SW WP 0.139 0.123 1.130 0.496
Note. *p < .05. **p < .01
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R. E. Lucas Master Thesis
Appendix B
We also performed Bayesian ANOVAs to test the previous results obtained with a classical
statistical paradigm. These tests showed that our previous results were robust.
The tables of these tests can be found here.
Table 16: Analysis of Effects - obstacle bumps
Effects P(incl) P(excl) P(incl—data) P(excl—data) BF
incl
phosphenesN 0.737 0.263 1.000 1.542 × 10
13
2.316 × 10
+12
informationM 0.737 0.263 1.000 1.076 × 10
7
3.321 × 10
+6
trial 0.737 0.263 1.000 6.876 × 10
12
5.194 × 10
+10
phosphenesN * informationM 0.316 0.684 0.072 0.928 0.169
phosphenesN * trial 0.316 0.684 0.033 0.967 0.074
informationM * trial 0.316 0.684 0.125 0.875 0.310
phosphenesN * informationM * trial 0.053 0.947 9.064 × 10
6
1.000 1.632 × 10
4
Table 17: Analysis of Effects - road bumps
Effects P(incl) P(excl) P(incl—data) P(excl—data) BF
incl
informationM 0.737 0.263 1.000 2.220 × 10
15
1.608 × 10
+14
trialName 0.737 0.263 0.992 0.008 46.483
informationM * trialN 0.316 0.684 0.507 0.493 2.227
phosphenesN 0.737 0.263 0.892 0.108 2.956
informationM * phosphenesN 0.316 0.684 0.124 0.876 0.307
trial * phosphenesN 0.316 0.684 0.004 0.996 0.008
informationM * trial * phosphenesN 0.053 0.947 7.924 × 10
7
1.000 1.426 × 10
5
Table 18: Analysis of Effects - time
Effects P(incl) P(excl) P(incl—data) P(excl—data) BF
incl
trial 0.737 0.263 1.000 2.971 × 10
9
1.202 × 10
+8
informationM 0.737 0.263 1.000 1.917 × 10
7
1.863 × 10
+6
trialN * informationM 0.316 0.684 0.007 0.993 0.016
phosphenesN 0.737 0.263 1.000 3.331 × 10
15
1.072 × 10
+14
trial * phosphenesN 0.316 0.684 0.004 0.996 0.008
informationM * phosphenesN 0.316 0.684 0.097 0.903 0.233
trial * informationM * phosphenesN 0.053 0.947 1.843 × 10
8
1.000 3.318 × 10
7
25