Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results

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Title: Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results
Authors: Žiak, Peter | Holm, Anders | Halička, Juraj | Mojzis, Peter | Piñero, David P.
Research Group/s: Grupo de Óptica y Percepción Visual (GOPV)
Center, Department or Service: Universidad de Alicante. Departamento de Óptica, Farmacología y Anatomía
Keywords: Amblyopia | Dichoptic training | Virtual reality | Stereopsis | Oculus rift
Knowledge Area: Óptica
Issue Date: 28-Jun-2017
Publisher: BioMed Central
Citation: BMC Ophthalmology. 2017, 17:105. doi:10.1186/s12886-017-0501-8
Abstract: Background: The gold standard treatments in amblyopia are penalizing therapies, such as patching or blurring vision with atropine that are aimed at forcing the use of the amblyopic eye. However, in the last years, new therapies are being developed and validated, such as dichoptic visual training, aimed at stimulating the amblyopic eye and eliminating the interocular supression. Purpose: To evaluate the effect of dichoptic visual training using a virtual reality head mounted display in a sample of anisometropic amblyopic adults and to evaluate the potential usefulness of this option of treatment. Methods: A total of 17 subjects (10 men, 7 women) with a mean age of 31.2 years (range, 17–69 year) and anisometropic amblyopia were enrolled. Best corrected visual acuity (BCVA) and stereoacuity (Stereo Randot graded circle test) changes were evaluated after 8 sessions (40 min per session) of dichoptic training with the computer game Diplopia Game (Vivid Vision) run in the Oculus Rift OC DK2 virtual reality head mounted display (Oculus VR). Results: Mean BCVA in amblyopic eye improved significantly from a logMAR value of 0.58 ± 0.35 before training to a post-training value of 0.43 ± 0.38 (p < 0.01). Forty-seven percent of the participants achieved BCVA of 20/40 or better after the training as compared to 30% before the training. Mean stereoacuity changed from a value of 263.3 ± 135.1 before dichoptic training to a value of 176.7 ± 152.4 s of arc after training (p < 0.01). A total of 8 patients (47.1%) before dichoptic treatment had unmeasurable stereoacuity while this only occurred in 2 patients (11.8%) after training. Conclusions: Dichoptic training using a virtual reality head mounted display seems to be an effective option of treatment in adults with anisometropic amblyopia. Future clinical trials are needed to confirm this preliminary evidence.
URI: http://hdl.handle.net/10045/67838
ISSN: 1471-2415
DOI: 10.1186/s12886-017-0501-8
Language: eng
Type: info:eu-repo/semantics/article
Rights: © The Author(s). 2017 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
Peer Review: si
Publisher version: http://dx.doi.org/10.1186/s12886-017-0501-8
Appears in Collections:INV - GOPV - Artículos de Revistas

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