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虚拟现实中的脚手架深度线索和知觉学习训练立体视觉:概念验证性初步研究。

Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study.

机构信息

School of Optometry, University of California, Berkeley, USA.

Construcción E Ingeniería de Fabricación, Universidad de Oviedo, Oviedo, Spain.

出版信息

Sci Rep. 2021 May 12;11(1):10129. doi: 10.1038/s41598-021-89064-z.

Abstract

Stereopsis is a valuable feature of human visual perception, which may be impaired or absent in amblyopia and/or strabismus but can be improved through perceptual learning (PL) and videogames. The development of consumer virtual reality (VR) may provide a useful tool for improving stereovision. We report a proof of concept study, especially useful for strabismic patients and/or those with reduced or null stereoacuity. Our novel VR PL strategy is based on a principled approach which included aligning and balancing the perceptual input to the two eyes, dichoptic tasks, exposure to large disparities, scaffolding depth cues and perception for action. We recruited ten adults with normal vision and ten with binocular impairments. Participants played two novel PL games (DartBoard and Halloween) using a VR-HMD. Each game consisted of three depth cue scaffolding conditions, starting with non-binocular and binocular cues to depth and ending with only binocular disparity. All stereo-anomalous participants improved in the game and most (9/10) showed transfer to clinical and psychophysical stereoacuity tests (mean stereoacuity changed from 569 to 296 arc seconds, P < 0.0001). Stereo-normal participants also showed in-game improvement, which transferred to psychophysical tests (mean stereoacuity changed from 23 to a ceiling value of 20 arc seconds, P = 0.001). We conclude that a VR PL approach based on depth cue scaffolding may provide a useful method for improving stereoacuity, and the in-game performance metrics may provide useful insights into principles for effective treatment of stereo anomalies.This study was registered as a clinical trial on 04/05/2010 with the identifier NCT01115283 at ClinicalTrials.gov.

摘要

立体视是人类视觉感知的一个有价值的特征,它可能在弱视和/或斜视中受损或缺失,但可以通过知觉学习(PL)和视频游戏来改善。消费者虚拟现实(VR)的发展可能为改善立体视觉提供有用的工具。我们报告了一项概念验证研究,对斜视患者和/或立体视锐度降低或为零的患者特别有用。我们的新型 VR PL 策略基于一种原则性方法,包括对齐和平衡双眼的感知输入、双眼任务、大视差暴露、支撑深度线索和感知动作。我们招募了 10 名正常视力的成年人和 10 名双眼受损的成年人。参与者使用 VR-HMD 玩两个新的 PL 游戏(飞镖盘和万圣节)。每个游戏都包含三个深度线索支撑条件,从非双眼和双眼深度线索开始,最后只有双眼视差。所有立体异常的参与者在游戏中都有所提高,大多数(9/10)表现出对临床和心理物理立体视力测试的转移(平均立体视力从 569 弧秒变为 296 弧秒,P<0.0001)。立体正常的参与者也在游戏中表现出提高,这转移到心理物理测试中(平均立体视力从 23 变为 20 弧秒的上限值,P=0.001)。我们得出结论,基于深度线索支撑的 VR PL 方法可能为提高立体视力提供一种有用的方法,并且游戏中的性能指标可能为有效治疗立体异常的原则提供有用的见解。这项研究于 2010 年 4 月 5 日在 ClinicalTrials.gov 上以标识符 NCT01115283 注册为临床试验。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5e4b/8114935/d7e16827522b/41598_2021_89064_Fig1_HTML.jpg

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