S. Greuter, Amanda G Douglass, R. Woodcock, Geoffrey Sampson, Lienors Torre, Luke Chong, S. Backhouse, J. Armitage
{"title":"AmblyopiaVR","authors":"S. Greuter, Amanda G Douglass, R. Woodcock, Geoffrey Sampson, Lienors Torre, Luke Chong, S. Backhouse, J. Armitage","doi":"10.1145/3373017.3373070","DOIUrl":null,"url":null,"abstract":"Amblyopia is a childhood condition in which best-corrected visual acuity in one eye is poorer than the other. Current treatments involve forcing the brain to privilege the affected eye, usually by blocking vision through the better one. Few studies have considered the binocular affordances provided by virtual reality (VR) headsets and the engaging qualities of electronic games as a treatment. To explore these opportunities, we introduce AmblyopiaVR. The system calibrates a user's VR view separately for each eye and engages them in play experiences. The objective is to encourage prolonged exposure to the treatment and improve vision in the weak eye. Specific aspects of the VR image can be altered in real-time, enabling researchers to investigate driving factors in amblyopia treatment. This paper presents the conceptualization and design of the system and its implementation, prototype-game ideas, and future user testing plans.","PeriodicalId":297760,"journal":{"name":"Proceedings of the Australasian Computer Science Week Multiconference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Australasian Computer Science Week Multiconference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3373017.3373070","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 a childhood condition in which best-corrected visual acuity in one eye is poorer than the other. Current treatments involve forcing the brain to privilege the affected eye, usually by blocking vision through the better one. Few studies have considered the binocular affordances provided by virtual reality (VR) headsets and the engaging qualities of electronic games as a treatment. To explore these opportunities, we introduce AmblyopiaVR. The system calibrates a user's VR view separately for each eye and engages them in play experiences. The objective is to encourage prolonged exposure to the treatment and improve vision in the weak eye. Specific aspects of the VR image can be altered in real-time, enabling researchers to investigate driving factors in amblyopia treatment. This paper presents the conceptualization and design of the system and its implementation, prototype-game ideas, and future user testing plans.