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The challenges of developing a contrast-based video game for treatment of amblyopia

机译:开发基于对比的弱视视频游戏的挑战

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摘要

Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0–3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.
机译:视觉任务的感知学习正在成为弱视的一种有前途的治疗方法,弱视是一种以单眼视力差为特征的视力发育障碍。迄今为止,所测试的任务涵盖了从基本的心理物理辨别能力到视觉复杂的视频游戏的整个范围。频谱的一端提供对刺激参数的精确控制,而另一端则提供激励和奖励的好处,可以长期维持练习。在这里,我们通过开发一种视频游戏来结合两种方法的优势,该视频游戏可以训练对比敏感度,这在心理物理实验中可以显着改善弱视患者的视敏度。在游戏中自适应地改变目标对比度,以得出每个会话的对比度阈值。我们在20位弱视对象(10名儿童和10位成人)上测试了游戏,他们使用弱视眼睛在家玩了平均37次(大约11小时)。成年人的游戏对比度阈值得到了可靠的提高,而儿童则没有。然而,两组的logMAR敏锐度均得到改善(平均= 1.3行;范围= 0-3.6行)。我们介绍了导致游戏开发的基本原理,并描述了将心理物理方法整合到类似游戏的环境中所面临的挑战。

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