A Study to Assess the Feasibility of Utilising Virtual Reality for the Treatment of Accommodative and Vergence Infacility.

Q3 Medicine
British and Irish Orthoptic Journal Pub Date : 2021-08-13 eCollection Date: 2021-01-01 DOI:10.22599/bioj.175
Alvin Munsamy, Husna Paruk
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引用次数: 1

Abstract

Background: To assess the feasibility, as well as viability, of utilising gaming using virtual reality (VR) to treat accommodative and vergence infacilities.

Methods: Forty-two emmetropic and asymptomatic participants between the ages of 18 and 30, with normal binocular visual function, were selected for the study in 2018. Participants with binocular accommodative infacilities and/or vergence infacilities comprised the study population. The binocular accommodative facilities (BAF) were assessed using amplitude-scaled facilities (probe lens = 30% amplitude of accommodation; test distance = 45% amplitude of accommodation). All those with less than 10 cycles per minute (cpm) were regarded as failing. Vergence facilities were assessed using 12 pd base out and 3 pd base in prisms. All those with less than 15 cpm were regarded as failing. The participants were separated into age-matched experimental and control groups. The experimental group played a fast-paced game using Samsung Gear VR (SM-R323), whilst the control group watched a television film projected onto a two-dimensional screen at a distance of one metre. Pre-test and post-test binocular amplitude-scaled facilities and vergence facilities were measured for both groups after exposure for 25 minutes.

Results: There was a significant, mean increase in binocular accommodative facilities of 4.67 ± 5.05 cpm (p = 0.008) for the experimental group (n = 12). There was a significant mean increase in vergence facilities of 3.72 ± 3.18 cpm (p < 0.001) for the experimental group (n = 32). A statistically significant mean difference of 4.07 cpm (95%CI: 0.97, 9.19; p = 0.03) between the respective control and experimental groups was found for binocular accommodative facilities and 2.45 cpm (95%CI: 0.68, 4.22; p = 0.008) for vergence facilities.

Conclusion: Binocular accommodative facilities and vergence facilities increased after 25 minutes of VR gaming in asymptomatic emmetropic participants with accommodative infacilities and vergence infacilities. However, due to the small-scale, unmasked and unrandomised nature of the study more research is needed to confirm the results of this study.

Abstract Image

评估利用虚拟现实治疗调节和融合设施的可行性研究。
背景:评估利用虚拟现实(VR)游戏治疗住宿和融合设施的可行性和可行性。方法:于2018年选取42名年龄在18 ~ 30岁,双眼视觉功能正常的非屈光性和无症状受试者。具有双眼调节设施和/或聚光设施的参与者构成了研究人群。双眼调节功能(BAF)采用幅度标度装置进行评估(探头透镜= 30%调节幅度;试验距离=调节幅度的45%)。每分钟循环次数少于10次(cpm)的患者均视为失败。聚光设施的评估使用12天的基础和3天的基础在棱镜。所有得分低于15分的人都被视为不及格。参与者被分为年龄匹配的实验组和对照组。实验组使用三星Gear VR (SM-R323)玩快节奏的游戏,而对照组则在一米远的地方观看投影在二维屏幕上的电视电影。暴露25分钟后,测量两组受试者的双眼振幅标度设施和会聚设施。结果:实验组(n = 12)的双眼调节设施平均增加4.67±5.05 cpm (p = 0.008)。实验组(n = 32)的聚光设施平均增加了3.72±3.18 cpm (p < 0.001)。平均差异为4.07 cpm (95%CI: 0.97, 9.19;(p = 0.03),双眼调节设施和2.45 cpm (95%CI: 0.68, 4.22;P = 0.008)。结论:在有调节设施和辐合设施的无症状参与者中,VR游戏25分钟后双眼调节设施和辐合设施增加。然而,由于该研究的小规模、未被掩盖和非随机性质,需要更多的研究来证实该研究的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
British and Irish Orthoptic Journal
British and Irish Orthoptic Journal Health Professions-Optometry
CiteScore
1.50
自引率
0.00%
发文量
13
审稿时长
18 weeks
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