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基于智能手机的立体镜系统治疗虚拟现实(VR)成人弱视的初步非随机试验。

A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality).

机构信息

Department of Optometry and Vision Sciences, C L Gupta Eye Institute, Ramganga Vihar Phase - II (Extn), Moradabad, Uttar Pradesh, India.

Department of Paediatric Ophthalmology and Strabismus, C L Gupta Eye Institute, Ramganga Vihar Phase - II (Extn), Moradabad, Uttar Pradesh, India.

出版信息

Indian J Ophthalmol. 2023 Aug;71(8):3001-3004. doi: 10.4103/IJO.IJO_3225_22.

DOI:10.4103/IJO.IJO_3225_22
PMID:37530272
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10538819/
Abstract

PURPOSE

To evaluate the effectiveness of amblyopia treatment through a smartphone-based anaglyph system by virtual reality (VR) in adult patients.

METHODS

A total of 10 subjects diagnosed with anisometropic amblyopia were enrolled during the study period. Best Corrected Visual Acuity (BCVA), stereoacuity, and contrast acuity were evaluated during three visits (at presentation, 3 months and 6 months) of smartphone-based anaglyph video run in the VR mode. All the amblyogenic factors including stereopsis, color vision, and contrast acuity were compared using Friedman two-way analysis of variance. Statistical significance was considered if P < 0.05.

RESULTS

Mean BCVA in amblyopic eye improved significantly from a logMAR value of 0.73 ± 0.64 before Virtual reality vision therapy (VRVT) to a post-training VRVT value of 0.48 ± 0.44 (P < 0.01). Mean stereoacuity changed from a value of 560.00 ± 301.58 before VRVT to a value of 263.00 ± 143.58 seconds of arc after training (VRVT) (P < 0.01). Mean accommodation changes from a value of 15.00 ± 7.40 before training or VRVT to value of 12.60 ± 6.10 cm after training (P < 0.01). Mean contrast acuity changes from a value of 1.21 ± 0.72 at presentation to a value of 1.52 ± 0.49 log unit after VRVT.

CONCLUSION

A smartphone-based anaglyph system using VR vision therapy appears to be an effective treatment option for amblyopia in adults.

摘要

目的

通过基于智能手机的虚拟现实(VR)立体镜系统评估成人弱视患者的治疗效果。

方法

本研究共纳入 10 名被诊断为屈光不正性弱视的患者。在基于智能手机的立体镜视频 VR 模式下进行三次就诊(就诊时、3 个月和 6 个月),评估最佳矫正视力(BCVA)、立体视锐度和对比敏感度。使用 Friedman 双向方差分析比较所有致弱视因素,包括立体视、色觉和对比敏感度。如果 P<0.05,则认为具有统计学意义。

结果

弱视眼的平均 BCVA 从 VRVT 前的 logMAR 值 0.73±0.64 显著提高到训练后的 VRVT 值 0.48±0.44(P<0.01)。平均立体视锐度从 VRVT 前的 560.00±301.58 秒变为训练后的 263.00±143.58 秒(P<0.01)。平均调节从训练或 VRVT 前的 15.00±7.40 变为训练后的 12.60±6.10 cm(P<0.01)。平均对比敏感度从就诊时的 1.21±0.72 变为 VRVT 后的 1.52±0.49 对数单位。

结论

基于智能手机的虚拟现实立体镜系统似乎是成人弱视的有效治疗选择。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea2b/10538819/9dd2e7c470fc/IJO-71-3001-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea2b/10538819/7cae27766904/IJO-71-3001-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea2b/10538819/9dd2e7c470fc/IJO-71-3001-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea2b/10538819/7cae27766904/IJO-71-3001-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea2b/10538819/9dd2e7c470fc/IJO-71-3001-g002.jpg

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