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一款随机点计算机视频游戏可改善立体视觉。

A Random Dot Computer Video Game Improves Stereopsis.

作者信息

Portela-Camino Juan A, Martín-González Santiago, Ruiz-Alcocer Javier, Illarramendi-Mendicute Igor, Garrido-Mercado Rafaela

机构信息

Department Construction and Manufacturing Engineering, University of Oviedo, Asturias, Spain.

Health Science Department, Universidad Europea, Madrid, Spain.

出版信息

Optom Vis Sci. 2018 Jun;95(6):523-535. doi: 10.1097/OPX.0000000000001222.

Abstract

SIGNIFICANCE

Currently, treatments for amblyopia are occlusion or penalization of the stronger fellow eye. Fewer than 30% of patients improve stereoacuity using these treatments. In order to improve these outcomes, this group proposes a treatment to stimulate the stereoacuity through perceptual learning in a game format for use at home.

PURPOSE

The aim of this study was to determine whether perceptual learning with random dot stimuli (RDS) in the form of a computer video game improves stereopsis in patients with a history of amblyopia.

METHODS

Thirty-two stereo-deficient patients (7 to 14 years old) previously treated for amblyopia participated in a prospective, randomized, double-blind study. Participants followed a perceptual learning program at home using RDS software. In the experimental group, the demand of stereopsis was increased, until reaching the lowest detectable disparity. In the comparison group, the stimulation interval was a constant (840 to 750"). Stereoacuity was evaluated with the Randot Preschool Stereoacuity Test (RPST) and the Wirt Circles.

RESULTS

Median compliance was 100% (interquartile range [IQR] = 78.50 to 100). Log10 stereoacuity outcomes were significantly different between groups (RPST, P = .041; Wirt Circles Test, P = .009). Median stereoacuity improvement with RPST was 50% (IQR = 0.00 to 75%) and 0% (IQR = 0.00 to 7.5%), respectively, for experimental and comparison groups (P = .008). Wirt Circles improvement was 46.42% (IQR = 6.25 to 73.75%) and 0% (IQR = 0.00 to 57.50%), respectively, for experimental and comparison groups (P = .089). Stereoacuity improvement was not different between groups when success was considered a 70% gain in RPST (P = .113); it was statistically different when success was considered a gain of two levels on Wirt Circles and stereoacuity 140" or less (P = .023). Stereoacuity remained stable after 6 months when measured with RPST, whereas it worsened in two subjects when measured with Wirt Circles.

CONCLUSIONS

Direct stimulation of stereopsis at home using RDS in a game environment improves the stereoacuity in stereo-deficient subjects with a history of amblyopia.

摘要

意义

目前,弱视的治疗方法是遮盖或抑制健侧眼。使用这些治疗方法,改善立体视的患者不到30%。为了改善这些治疗效果,该团队提出了一种通过在家中以游戏形式进行感知学习来刺激立体视的治疗方法。

目的

本研究的目的是确定以计算机视频游戏形式进行的随机点刺激(RDS)感知学习是否能改善有弱视病史患者的立体视。

方法

32名曾接受过弱视治疗的立体视缺陷患者(7至14岁)参与了一项前瞻性、随机、双盲研究。参与者在家中使用RDS软件遵循感知学习程序。在实验组中,立体视的要求逐渐提高,直至达到最低可检测视差。在对照组中,刺激间隔是恒定的(840至750")。使用兰多学前立体视测试(RPST)和维尔特环进行立体视评估。

结果

中位依从率为100%(四分位间距[IQR]=78.50至100)。两组之间的log10立体视结果有显著差异(RPST,P = 0.041;维尔特环测试,P = 0.009)。实验组和对照组使用RPST的中位立体视改善分别为50%(IQR = 0.00至75%)和0%(IQR = 0.00至7.5%)(P = 0.008)。实验组和对照组使用维尔特环的改善分别为46.42%(IQR = 6.25至73.75%)和0%(IQR = 0.00至57.50%)(P = 0.089)。当将RPST提高70%视为成功时,两组之间的立体视改善无差异(P = 0.113);当将维尔特环提高两个级别且立体视为140"或更低视为成功时,两组之间存在统计学差异(P = 0.023)。使用RPST测量时,6个月后立体视保持稳定,而使用维尔特环测量时,有两名受试者的立体视恶化。

结论

在游戏环境中使用RDS在家中直接刺激立体视可改善有弱视病史的立体视缺陷受试者的立体视。

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