Rohan Jhangiani, Adrian Parrales, Daniel Chien, G. Wu, Sri Kurniawan, Aviv Elor
{"title":"Towards a Gaze-Based Immersive Virtual Reality Game for Improving Visual Acuity with Amblyopia","authors":"Rohan Jhangiani, Adrian Parrales, Daniel Chien, G. Wu, Sri Kurniawan, Aviv Elor","doi":"10.1109/SEGAH54908.2022.9978582","DOIUrl":null,"url":null,"abstract":"Amblyopia is the most common neurological eye disorder worldwide, decreasing vision in approximately 1–5% of the global population. To reduce this loss of visual acuity, occlusion therapy is often beneficial for people with Amblyopia, yet this conventional rehabilitation method often suffers from low compliance and adherence rates due to its repetitive nature. Immersive Virtual Reality (iVR) applied to occlusion therapy games has a unique potential to engage players and stimulate their visual acuity. Advances in modern untethered Head-Mounted Display (HMD) systems that increase the accessibility of iVR open up new opportunities for more significant serious games interventions with Amblyopia. To this end, this paper investigates Project Star Catcher, a novel serious iVR HMD exergame refactored as a short 3-minute gaze-based color-matching intervention, and examined the game's effects on the vision of adults with Amblyopia. We present a pilot study [N=51 adults with Amblyopia] that measures changes in LogMAR visual acuity between the serious game (moving a drone to catch shooting stars) vs placebo (moving a drone in an empty starry sky) and younger adults (under 39 years old) vs older adults (39+ years old) from a mean age split comparison between users. Our results suggest that 3-minutes of serious iVR gameplay with experiences such as Project Star Catcher can significantly improve near distance visual acuity by over a mean of 6.2 letters when compared to placebo. We also found that older adults improve their near-distance visual acuity seven times greater than younger adults from gameplay. This paper concludes with discussion and considerations on utilizing iVR HMD serious games for visual acuity and Amblyopia.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SEGAH54908.2022.9978582","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Amblyopia is the most common neurological eye disorder worldwide, decreasing vision in approximately 1–5% of the global population. To reduce this loss of visual acuity, occlusion therapy is often beneficial for people with Amblyopia, yet this conventional rehabilitation method often suffers from low compliance and adherence rates due to its repetitive nature. Immersive Virtual Reality (iVR) applied to occlusion therapy games has a unique potential to engage players and stimulate their visual acuity. Advances in modern untethered Head-Mounted Display (HMD) systems that increase the accessibility of iVR open up new opportunities for more significant serious games interventions with Amblyopia. To this end, this paper investigates Project Star Catcher, a novel serious iVR HMD exergame refactored as a short 3-minute gaze-based color-matching intervention, and examined the game's effects on the vision of adults with Amblyopia. We present a pilot study [N=51 adults with Amblyopia] that measures changes in LogMAR visual acuity between the serious game (moving a drone to catch shooting stars) vs placebo (moving a drone in an empty starry sky) and younger adults (under 39 years old) vs older adults (39+ years old) from a mean age split comparison between users. Our results suggest that 3-minutes of serious iVR gameplay with experiences such as Project Star Catcher can significantly improve near distance visual acuity by over a mean of 6.2 letters when compared to placebo. We also found that older adults improve their near-distance visual acuity seven times greater than younger adults from gameplay. This paper concludes with discussion and considerations on utilizing iVR HMD serious games for visual acuity and Amblyopia.
弱视是世界上最常见的神经性眼部疾病,全球约有1-5%的人口视力下降。为了减少这种视力损失,遮挡治疗通常对弱视患者有益,但由于其重复性,这种传统的康复方法往往具有较低的依从性和依从性。沉浸式虚拟现实(iVR)应用于闭塞治疗游戏具有独特的潜力,可以吸引玩家并刺激他们的视觉灵敏度。现代非系带头戴式显示器(HMD)系统的进步增加了iVR的可访问性,为弱视患者提供了更多重要的严肃游戏干预的新机会。为此,本文研究了《Project Star Catcher》,这是一款全新的严肃的iVR HMD游戏,它被重构为一个3分钟的基于凝视的颜色匹配干预,并研究了该游戏对弱视成人视力的影响。我们提出了一项试点研究[N=51名弱视成年人],测量了严肃游戏(移动无人机捕捉流星)与安慰剂(在空旷的星空中移动无人机)以及年轻人(39岁以下)与老年人(39岁以上)之间LogMAR视觉敏锐度的变化。我们的研究结果表明,与安慰剂相比,3分钟严肃的iVR游戏体验(如《Project Star Catcher》)可以显著提高近距离视力,平均提高6.2个字母。我们还发现,老年人通过游戏提高的近距离视力是年轻人的7倍。本文最后讨论了利用HMD严肃游戏治疗视力和弱视的问题。