基于运动的虚拟现实二分法训练对弱视儿童的安全性评价:前瞻性干预研究。

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES
Masakazu Hirota, Yuichi Okumura, Ken Nagino, Takao Hayashi, Takashi Negishi, Shintaro Nakao, Hitoshi Kawasaki, Takenori Inomata
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引用次数: 0

摘要

背景:弱视是一种单侧或双侧视力障碍,影响到5%的普通人群,是儿童视力障碍的主要原因。目前的治疗方法,如贴片疗法,旨在通过暂时遮挡未受影响的眼睛来改善弱视,从而促进弱视眼的使用。然而,坚持贴片疗法可能具有挑战性,因为强迫使用弱视眼可能会给儿童带来压力。此外,尽管通过贴片疗法改善了视力,弱视儿童经常面临手眼协调困难;因此,一种减轻他们压力的同时改善手眼协调的治疗方法可以解决现有弱视治疗方法的局限性。目的:研究基于运动的虚拟现实(VR)双视训练应用程序(日本Kendama)在健康成人中的安全性,该应用程序旨在改善儿童弱视患者的手眼协调能力。方法:本前瞻性干预研究纳入20名健康青年(中位年龄21岁,IQR 21-28.3岁),其中16名女性。参与者玩基于动作的VR二分训练app 30分钟,然后完成一份主观症状问卷,该问卷包括9个问题(Q1-Q9),每个问题都以4分制评分,除了Q9采用二进制量表进行评估。Q1-Q3侧重于主观眼睛症状,Q4-Q7评估身体和精神不适,Q8评估VR会话引起的手臂疲劳程度,Q9评估视觉引起的晕动病的严重程度。结果:VR治疗前后报告的眼部症状无显著差异,包括眼疲劳(治疗前后平均:1.25,SD 0.94分vs 1.35, SD 0.85分)、视力模糊(0.55,SD 0.50分vs 0.80, SD 0.40分)、眼干涩(0.95,SD 0.74分vs 1.25, SD 0.83分)和视觉晕车(0.00,SD 0.00分vs 0.05, SD 0.22分)。这些结果表明,基于运动的VR双视训练没有引起明显的眼部不良反应。结论:基于运动的VR视力训练应用程序对健康成人参与者的眼部不良影响最小,表明该应用程序在该人群中使用是安全的。这些发现证明了这种基于vr的干预在健康成人中的可行性和良好的耐受性。需要进一步的研究,包括对成人和儿童弱视患者的临床研究,以评估其适用性和治疗效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Safety Evaluation in Healthy Adults of Motion-Based Virtual Reality Dichoptic Training for Pediatric Patients With Amblyopia: Prospective Intervention Study.

Background: Amblyopia, a unilateral or bilateral visual disorder, affects up to 5% of the general population and is a leading cause of childhood visual impairment. Current treatments, such as patching therapy, aim to improve amblyopia by temporarily occluding the unaffected eye, thereby promoting the use of the amblyopic eye. However, adherence to patch therapy can be challenging, as the forced use of the amblyopic eye can be stressful for children. Moreover, despite improvements in visual acuity by patch therapy, children with amblyopia often face difficulties with hand-eye coordination; therefore, a treatment that reduces stress for them while simultaneously improving hand-eye coordination could address the limitations of existing amblyopia therapies.

Objective: This study investigated the safety of our motion-based virtual reality (VR) dichoptic training app using Japanese Kendama in healthy adult participants, which was designed to improve hand-eye coordination in pediatric patients with amblyopia.

Methods: This prospective intervention study involved 20 healthy young adults (median age 21, IQR 21-28.3 y), including 16 women. The participants played the motion-based VR dichoptic training app for 30 minutes and then completed a subjective symptom questionnaire, which comprised 9 questions (Q1-Q9) with each item scored on a 4-point scale, except Q9, which was assessed on a binary scale. Q1-Q3 focused on subjective eye symptoms, Q4-Q7 evaluated physical and mental discomfort, Q8 assessed the degree of VR session-induced arm fatigue, and Q9 assessed the severity of visually induced motion sickness.

Results: No significant differences were observed in the reported ocular symptoms before and after the VR session, including eye fatigue (mean before vs after: 1.25, SD 0.94 points vs 1.35, SD 0.85 points), blurred vision (0.55, SD 0.50 points vs 0.80, SD 0.40 points), eye dryness (0.95, SD 0.74 points vs 1.25, SD 0.83 points), and visually induced motion sickness (0.00, SD 0.00 points vs 0.05, SD 0.22 points). These results suggested that the motion-based VR dichoptic training did not induce significant adverse ocular effects.

Conclusions: The motion-based VR dichoptic training app demonstrated minimal adverse ocular effects in healthy adult participants, suggesting that it is safe for use in this population. These findings demonstrate the feasibility and good tolerability of this VR-based intervention in healthy adults. Further studies, including clinical studies in adult and pediatric patients with amblyopia, are warranted to evaluate its applicability and therapeutic effects.

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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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