| Literature DB >> 34064788 |
Juraj Halicka1,2, Michal Bittsansky3, Stefan Sivak4, David P Piñero5, Peter Ziak1,2.
Abstract
A case of an adult with anisometropic amblyopia who underwent a successful vision therapy program playing videogames in a virtual reality environment is described, reporting changes in conventional visual clinical data, as well as in brain activity. The patient was a 22 year old man on baseline examination that never previously wore correction for his anisometropia. After prescribing contact lens correction for the anisometropia and after 44 h of virtual reality-based vision therapy over a period of 1.5 years, the best corrected distance visual acuity (BCDVA) in the amblyopic eye improved from 0.05 to 0.5 (Sloan chart). One year after finishing the visual training, the BCDVA experienced a slight decrease to 0.4 (Sloan chart). Through the visual training, the patient gradually developed stereopsis. Likewise, changes were also detected after visual therapy on functional magnetic resonance imaging while the patient was viewing 2D and 3D stimuli. The preliminary results of this case show the potential of using virtual reality-based visual training as a treatment for adult amblyopia.Entities:
Keywords: amblyopia; occlusion therapy; patching; perceptual learning; vision therapy
Year: 2021 PMID: 34064788 PMCID: PMC8163189 DOI: 10.3390/vision5020022
Source DB: PubMed Journal: Vision (Basel) ISSN: 2411-5150
Figure 1Bubbles game. Patient has to pick circles from the highest disparity continually to the lowest disparity. Different game difficulty levels are used. Both arms can be used by the patient to choose different bubbles.
Figure 2Summary of the visual training scheme. Time points are recorded on the x-axis, gains in BCDVA are recorded on the y-axis, and changes in stereopsis are recorded on top of the scheme. VR signs with different numbers denote how much time the patient spent in visual training in VR in the clinic. fMRI denotes when functional magnetic resonance imaging was performed, i.e., before and after VR therapy.
Figure 3fMRI activation voxels showing activity in specific parts of the brain. (A,B) Comparison of fMRI before and after virtual reality-based training using a 2D stimulus (brain axial section set). The paradigm involved changing the Titmus 2D test and fixation image. See decreased activity in the frontal, parietal, and occipital lobes after treatment. (C,D) Comparison of fMRI before and after virtual reality-based training using a 3D stimulus (brain axial section set). The paradigm involved changing the Titmus 3D test and the fixation image. See decreased activity in frontal, parietal, and occipital lobes after treatment.