TY - GEN
T1 - Vision training; Comparing a novel virtual reality game of snakes with a conventional clinical therapy
AU - Boon, Mei Ying
AU - Asper, Lisa
AU - Jiao, Na
AU - Ryan, Malcolm
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017
Y1 - 2017
N2 - Background: Vergence eye movements are the disconjugate movements of the two eyes, needed to accurately 'point' the eyes at an object of interest. Convergence insufficiency is the reduced ability to elicit and maintain the eyes in the accurate convergence position, and it affects about 5% of the population, often leading to visual symptoms such as diplopia (double vision), eye strain and headaches, especially during near tasks. The ability to converge and diverge accurately can be trained with vision training, but vision training activities are not standardized and they are often not complied with. Methods: We developed a novel virtual reality (VR) snake game and compared it with conventional anaglyph treatments in a randomized controlled trial on typical adults. Compliance was assessed by the time spent doing the prescribed vision training over a period of three weeks. Results: There was a statistically significant improvement of convergence ability in both the VR snake and anaglyph treatment groups, and no difference in compliance between the two groups. Conclusion: Virtual reality headsets may be used to train vergences in adults. Further work is required to determine its utility in people with convergence insufficiency who require training for longer than 3 weeks.
AB - Background: Vergence eye movements are the disconjugate movements of the two eyes, needed to accurately 'point' the eyes at an object of interest. Convergence insufficiency is the reduced ability to elicit and maintain the eyes in the accurate convergence position, and it affects about 5% of the population, often leading to visual symptoms such as diplopia (double vision), eye strain and headaches, especially during near tasks. The ability to converge and diverge accurately can be trained with vision training, but vision training activities are not standardized and they are often not complied with. Methods: We developed a novel virtual reality (VR) snake game and compared it with conventional anaglyph treatments in a randomized controlled trial on typical adults. Compliance was assessed by the time spent doing the prescribed vision training over a period of three weeks. Results: There was a statistically significant improvement of convergence ability in both the VR snake and anaglyph treatment groups, and no difference in compliance between the two groups. Conclusion: Virtual reality headsets may be used to train vergences in adults. Further work is required to determine its utility in people with convergence insufficiency who require training for longer than 3 weeks.
UR - http://www.scopus.com/inward/record.url?scp=85046301443&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/52a3cf7e-b7c9-38f4-9ded-b407290d5d42/
UR - https://lsc.ieee.org/2017/
U2 - 10.1109/LSC.2017.8268139
DO - 10.1109/LSC.2017.8268139
M3 - Conference contribution
AN - SCOPUS:85046301443
SN - 9781538610312
T3 - 2017 IEEE Life Sciences Conference, LSC 2017
SP - 43
EP - 46
BT - 2017 IEEE Life Sciences Conference, LSC 2017
A2 - Antani, Sameer
A2 - Sawan, Mohamad
PB - IEEE, Institute of Electrical and Electronics Engineers
CY - United States
T2 - 1st International IEEE Life-Science Conference, LSC 2017
Y2 - 13 December 2017 through 15 December 2017
ER -