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Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study

Stereopsis is a valuable feature of human visual perception, which may be impaired or absent in amblyopia and/or strabismus but can be improved through perceptual learning (PL) and videogames. The development of consumer virtual reality (VR) may provide a useful tool for improving stereovision. We r...

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Autores principales: Godinez, Angelica, Martín-González, Santiago, Ibarrondo, Oliver, Levi, Dennis M.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8114935/
https://www.ncbi.nlm.nih.gov/pubmed/33980895
http://dx.doi.org/10.1038/s41598-021-89064-z
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author Godinez, Angelica
Martín-González, Santiago
Ibarrondo, Oliver
Levi, Dennis M.
author_facet Godinez, Angelica
Martín-González, Santiago
Ibarrondo, Oliver
Levi, Dennis M.
author_sort Godinez, Angelica
collection PubMed
description Stereopsis is a valuable feature of human visual perception, which may be impaired or absent in amblyopia and/or strabismus but can be improved through perceptual learning (PL) and videogames. The development of consumer virtual reality (VR) may provide a useful tool for improving stereovision. We report a proof of concept study, especially useful for strabismic patients and/or those with reduced or null stereoacuity. Our novel VR PL strategy is based on a principled approach which included aligning and balancing the perceptual input to the two eyes, dichoptic tasks, exposure to large disparities, scaffolding depth cues and perception for action. We recruited ten adults with normal vision and ten with binocular impairments. Participants played two novel PL games (DartBoard and Halloween) using a VR-HMD. Each game consisted of three depth cue scaffolding conditions, starting with non-binocular and binocular cues to depth and ending with only binocular disparity. All stereo-anomalous participants improved in the game and most (9/10) showed transfer to clinical and psychophysical stereoacuity tests (mean stereoacuity changed from 569 to 296 arc seconds, P < 0.0001). Stereo-normal participants also showed in-game improvement, which transferred to psychophysical tests (mean stereoacuity changed from 23 to a ceiling value of 20 arc seconds, P = 0.001). We conclude that a VR PL approach based on depth cue scaffolding may provide a useful method for improving stereoacuity, and the in-game performance metrics may provide useful insights into principles for effective treatment of stereo anomalies. This study was registered as a clinical trial on 04/05/2010 with the identifier NCT01115283 at ClinicalTrials.gov.
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spelling pubmed-81149352021-05-12 Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study Godinez, Angelica Martín-González, Santiago Ibarrondo, Oliver Levi, Dennis M. Sci Rep Article Stereopsis is a valuable feature of human visual perception, which may be impaired or absent in amblyopia and/or strabismus but can be improved through perceptual learning (PL) and videogames. The development of consumer virtual reality (VR) may provide a useful tool for improving stereovision. We report a proof of concept study, especially useful for strabismic patients and/or those with reduced or null stereoacuity. Our novel VR PL strategy is based on a principled approach which included aligning and balancing the perceptual input to the two eyes, dichoptic tasks, exposure to large disparities, scaffolding depth cues and perception for action. We recruited ten adults with normal vision and ten with binocular impairments. Participants played two novel PL games (DartBoard and Halloween) using a VR-HMD. Each game consisted of three depth cue scaffolding conditions, starting with non-binocular and binocular cues to depth and ending with only binocular disparity. All stereo-anomalous participants improved in the game and most (9/10) showed transfer to clinical and psychophysical stereoacuity tests (mean stereoacuity changed from 569 to 296 arc seconds, P < 0.0001). Stereo-normal participants also showed in-game improvement, which transferred to psychophysical tests (mean stereoacuity changed from 23 to a ceiling value of 20 arc seconds, P = 0.001). We conclude that a VR PL approach based on depth cue scaffolding may provide a useful method for improving stereoacuity, and the in-game performance metrics may provide useful insights into principles for effective treatment of stereo anomalies. This study was registered as a clinical trial on 04/05/2010 with the identifier NCT01115283 at ClinicalTrials.gov. Nature Publishing Group UK 2021-05-12 /pmc/articles/PMC8114935/ /pubmed/33980895 http://dx.doi.org/10.1038/s41598-021-89064-z Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Godinez, Angelica
Martín-González, Santiago
Ibarrondo, Oliver
Levi, Dennis M.
Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study
title Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study
title_full Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study
title_fullStr Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study
title_full_unstemmed Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study
title_short Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study
title_sort scaffolding depth cues and perceptual learning in vr to train stereovision: a proof of concept pilot study
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8114935/
https://www.ncbi.nlm.nih.gov/pubmed/33980895
http://dx.doi.org/10.1038/s41598-021-89064-z
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