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A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality)
PURPOSE: To evaluate the effectiveness of amblyopia treatment through a smartphone-based anaglyph system by virtual reality (VR) in adult patients. METHODS: A total of 10 subjects diagnosed with anisometropic amblyopia were enrolled during the study period. Best Corrected Visual Acuity (BCVA), stere...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Wolters Kluwer - Medknow
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10538819/ https://www.ncbi.nlm.nih.gov/pubmed/37530272 http://dx.doi.org/10.4103/IJO.IJO_3225_22 |
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author | Sutar, Samir Maan, Veenu Chaurasiya, Ritesh Kumar Agarwal, Pradeep Omaer, Mossab Chauhan, Lokesh Sengar, Ajay Kumar Kumari, Bhavana |
author_facet | Sutar, Samir Maan, Veenu Chaurasiya, Ritesh Kumar Agarwal, Pradeep Omaer, Mossab Chauhan, Lokesh Sengar, Ajay Kumar Kumari, Bhavana |
author_sort | Sutar, Samir |
collection | PubMed |
description | PURPOSE: To evaluate the effectiveness of amblyopia treatment through a smartphone-based anaglyph system by virtual reality (VR) in adult patients. METHODS: A total of 10 subjects diagnosed with anisometropic amblyopia were enrolled during the study period. Best Corrected Visual Acuity (BCVA), stereoacuity, and contrast acuity were evaluated during three visits (at presentation, 3 months and 6 months) of smartphone-based anaglyph video run in the VR mode. All the amblyogenic factors including stereopsis, color vision, and contrast acuity were compared using Friedman two-way analysis of variance. Statistical significance was considered if P < 0.05. RESULTS: Mean BCVA in amblyopic eye improved significantly from a logMAR value of 0.73 ± 0.64 before Virtual reality vision therapy (VRVT) to a post-training VRVT value of 0.48 ± 0.44 (P < 0.01). Mean stereoacuity changed from a value of 560.00 ± 301.58 before VRVT to a value of 263.00 ± 143.58 seconds of arc after training (VRVT) (P < 0.01). Mean accommodation changes from a value of 15.00 ± 7.40 before training or VRVT to value of 12.60 ± 6.10 cm after training (P < 0.01). Mean contrast acuity changes from a value of 1.21 ± 0.72 at presentation to a value of 1.52 ± 0.49 log unit after VRVT. CONCLUSION: A smartphone-based anaglyph system using VR vision therapy appears to be an effective treatment option for amblyopia in adults. |
format | Online Article Text |
id | pubmed-10538819 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Wolters Kluwer - Medknow |
record_format | MEDLINE/PubMed |
spelling | pubmed-105388192023-09-29 A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) Sutar, Samir Maan, Veenu Chaurasiya, Ritesh Kumar Agarwal, Pradeep Omaer, Mossab Chauhan, Lokesh Sengar, Ajay Kumar Kumari, Bhavana Indian J Ophthalmol Original Article PURPOSE: To evaluate the effectiveness of amblyopia treatment through a smartphone-based anaglyph system by virtual reality (VR) in adult patients. METHODS: A total of 10 subjects diagnosed with anisometropic amblyopia were enrolled during the study period. Best Corrected Visual Acuity (BCVA), stereoacuity, and contrast acuity were evaluated during three visits (at presentation, 3 months and 6 months) of smartphone-based anaglyph video run in the VR mode. All the amblyogenic factors including stereopsis, color vision, and contrast acuity were compared using Friedman two-way analysis of variance. Statistical significance was considered if P < 0.05. RESULTS: Mean BCVA in amblyopic eye improved significantly from a logMAR value of 0.73 ± 0.64 before Virtual reality vision therapy (VRVT) to a post-training VRVT value of 0.48 ± 0.44 (P < 0.01). Mean stereoacuity changed from a value of 560.00 ± 301.58 before VRVT to a value of 263.00 ± 143.58 seconds of arc after training (VRVT) (P < 0.01). Mean accommodation changes from a value of 15.00 ± 7.40 before training or VRVT to value of 12.60 ± 6.10 cm after training (P < 0.01). Mean contrast acuity changes from a value of 1.21 ± 0.72 at presentation to a value of 1.52 ± 0.49 log unit after VRVT. CONCLUSION: A smartphone-based anaglyph system using VR vision therapy appears to be an effective treatment option for amblyopia in adults. Wolters Kluwer - Medknow 2023-08 2023-08-01 /pmc/articles/PMC10538819/ /pubmed/37530272 http://dx.doi.org/10.4103/IJO.IJO_3225_22 Text en Copyright: © 2023 Indian Journal of Ophthalmology https://creativecommons.org/licenses/by-nc-sa/4.0/This is an open access journal, and articles are distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License, which allows others to remix, tweak, and build upon the work non-commercially, as long as appropriate credit is given and the new creations are licensed under the identical terms. |
spellingShingle | Original Article Sutar, Samir Maan, Veenu Chaurasiya, Ritesh Kumar Agarwal, Pradeep Omaer, Mossab Chauhan, Lokesh Sengar, Ajay Kumar Kumari, Bhavana A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) |
title | A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) |
title_full | A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) |
title_fullStr | A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) |
title_full_unstemmed | A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) |
title_short | A pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through VR (Virtual Reality) |
title_sort | pilot non-randomized trial of smartphone-based anaglyph system for treatment of adult amblyopia through vr (virtual reality) |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10538819/ https://www.ncbi.nlm.nih.gov/pubmed/37530272 http://dx.doi.org/10.4103/IJO.IJO_3225_22 |
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