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1.
Br J Ophthalmol ; 100(11): 1511-1516, 2016 Nov.
Article in English | MEDLINE | ID: mdl-26951772

ABSTRACT

BACKGROUND: Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of the better eye. A new treatment is being developed on the basis of virtual reality technology allowing either DVD footage or computer games which present a common background to both eyes and the foreground, containing the imagery of interest, only to the amblyopic eye. METHODS: A randomised control trial was performed on patients with amblyopia aged 4-8 years with three arms. All three arms had dichoptic stimulation using shutter glass technology. One arm had DVD footage shown to the amblyopic eye and common background to both, the second used a modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (and background to both) while the third arm had both background and foreground presented to both eyes (non-interactive binocular treatment (non-I-BiT) games). RESULTS: Seventy-five patients were randomised; 67 were residual amblyopes and 70 had an associated strabismus. The visual acuity improved in all three arms by approximately 0.07 logMAR in the amblyopic eye at 6 weeks. There was no difference between I-BiT DVD and non-I-BiT games compared with I-BiT games (stated primary outcome) in terms of gain in vision. CONCLUSIONS: There was a modest vision improvement in all three arms. Treatment was well tolerated and safe. There was no difference between the three treatments in terms of primary stated outcomes but treatment duration was short and the high proportion of previously treated amblyopia and strabismic amblyopia disadvantaged dichoptic stimulation treatment. TRIAL REGISTRATION NUMBER: NCT01702727, results.


Subject(s)
Amblyopia/therapy , Computer Graphics/instrumentation , Strabismus/complications , Video Games , Videodisc Recording , Vision, Binocular/physiology , Visual Acuity , Amblyopia/complications , Amblyopia/physiopathology , Child , Child, Preschool , Equipment Design , Female , Follow-Up Studies , Humans , Male , Photic Stimulation/methods , Sensory Deprivation , Strabismus/physiopathology , Strabismus/therapy , Time Factors , Treatment Outcome , Visual Perception/physiology
2.
Trials ; 14: 145, 2013 May 20.
Article in English | MEDLINE | ID: mdl-23688108

ABSTRACT

BACKGROUND: Amblyopia (lazy eye) affects the vision of approximately 2% of all children. Traditional treatment consists of wearing a patch over their 'good' eye for a number of hours daily, over several months. This treatment is unpopular and compliance is often low. Therefore results can be poor. A novel binocular treatment which uses 3D technology to present specially developed computer games and video footage (I-BiT™) has been studied in a small group of patients and has shown positive results over a short period of time. The system is therefore now being examined in a randomised clinical trial. METHODS/DESIGN: Seventy-five patients aged between 4 and 8 years with a diagnosis of amblyopia will be randomised to one of three treatments with a ratio of 1:1:1 - I-BiT™ game, non-I-BiT™ game, and I-BiT™ DVD. They will be treated for 30 minutes once weekly for 6 weeks. Their visual acuity will be assessed independently at baseline, mid-treatment (week 3), at the end of treatment (week 6) and 4 weeks after completing treatment (week 10). The primary endpoint will be the change in visual acuity from baseline to the end of treatment. Secondary endpoints will be additional visual acuity measures, patient acceptability, compliance and the incidence of adverse events. DISCUSSION: This is the first randomised controlled trial using the I-BiT™ system. The results will determine if the I-BiT™ system is effective in the treatment of amblyopia and will also determine the optimal treatment for future development. TRIAL REGISTRATION: ClinicalTrials.gov identifier: NCT01702727.


Subject(s)
Amblyopia/therapy , Eye/physiopathology , Research Design , Video Games , Videodisc Recording , Vision, Binocular , Amblyopia/diagnosis , Amblyopia/physiopathology , Amblyopia/psychology , Child , Child, Preschool , Clinical Protocols , Computer Graphics , England , Female , Humans , Male , Patient Compliance , Patient Satisfaction , Photic Stimulation , Recovery of Function , Time Factors , Treatment Outcome , Video Games/adverse effects , Visual Acuity , Visual Perception
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