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1.
PLoS One ; 19(6): e0305401, 2024.
Article de Anglais | MEDLINE | ID: mdl-38917142

RÉSUMÉ

PURPOSE: The aim of this pilot study was to determine whether viewing an immersive 3D movie with large disparities in a cinema resulted in improved visual acuity (VA), stereoscopic depth perception (ST), and improved eye alignment in residual amblyopic children and children without amblyopia. METHODS: A total of 24 children aged between 5 and 12 years with a history of anisometropic and/or strabismic amblyopia, that had been previously treated and who currently have residual amblyopia (N = 14), and in children with typical development without amblyopia (N = 10) viewed the movie in 3D Sing 2 in a cinema for 110 minutes. Visual acuity, stereoacuity and ocular deviation were assessed before viewing the movie, and three months later. Stereoacuity and ocular deviation were also measured immediately after viewing the movie. RESULTS: We observed an improvement in visual acuity in the non-dominant (amblyopic) eye 3 months after viewing the movie in the amblyopic group (P<0.001). Stereopsis improved immediately after viewing the movie (P = 0.02), and after 3 months by ≈ 40% (P = 0.01). Moreover, improvements in stereopsis were also observed in children without amblyopia (P = 0.04). No significant changes in ocular deviation were observed in either group. CONCLUSIONS: These pilot results suggest that brief exposure to large disparities by viewing a 3D movie in a cinema can help to improve stereopsis and visual acuity in children aged 5‒12 years with previously treated amblyopia, and provide a rationale for a randomized clinical trial.


Sujet(s)
Amblyopie , Perception de la profondeur , Films , Acuité visuelle , Humains , Amblyopie/physiopathologie , Amblyopie/thérapie , Enfant , Projets pilotes , Acuité visuelle/physiologie , Femelle , Mâle , Enfant d'âge préscolaire , Perception de la profondeur/physiologie
2.
Curr Biol ; 34(11): R524-R525, 2024 Jun 03.
Article de Anglais | MEDLINE | ID: mdl-38834021

RÉSUMÉ

Playing two-dimensional video games has been shown to result in improvements in a range of visual and cognitive tasks, and these improvements appear to generalize widely1,2,3,4,5,6. Here we report that young adults with healthy vision, surprisingly, showed a dramatic improvement in stereo vision after playing three-dimensional, but not two-dimensional, video games for a relatively short period of time. Intriguingly, neither group showed any significant improvement in binocular contrast sensitivity. This dissociation suggests that the visual enhancement was specific to genuine stereoscopic processing, not indirectly resulting from enhanced contrast processing, and required engaging in a disparity cue-rich three-dimensional environment.


Sujet(s)
Perception de la profondeur , Jeux vidéo , Vision binoculaire , Humains , Jeune adulte , Perception de la profondeur/physiologie , Vision binoculaire/physiologie , Mâle , Adulte , Femelle , Sensibilité au contraste/physiologie
3.
Sci Rep ; 14(1): 6863, 2024 03 22.
Article de Anglais | MEDLINE | ID: mdl-38514715

RÉSUMÉ

The precision of stereopsis and vergence are ultimately limited by internal binocular disparity noise. Here we propose an equivalent noise model with both global and local internal disparity noises to provide a unified explanation of both absolute and relative disparity thresholds. To test this model, we developed a psychophysical procedure to measure the equivalent internal disparity noise by adding external disparity noise to random-Gabor-patch stereograms. We used the method of constant stimuli to measure the minimum and maximum disparity thresholds (Dmin and Dmax) for both absolute and relative disparity. Consistent with previous studies, we found that Dmin thresholds are substantially worse for absolute disparity than for relative disparity. We tested three relative disparity mechanisms: (1) the difference between the monocular separations of targets projecting to the two eyes; (2) the direct measurement of relative disparity; and (3) the difference of absolute disparities of targets. Computing the difference of absolute disparities when detecting relative disparity, Mechanism 3 cancels global noise, resulting in a much lower relative Dmin threshold, and provides a reasonable fit to the experimental data. We also found that the presence of as much as 2400 arcsec of external disparity noise does not appear to affect the Dmax threshold. This observation suggests that Dmax is implicated in a mechanism that disregards the disparity variance of individual items, relying instead on the average disparity across all items, supporting the depth model proposed in our previous study (Ding & Levi, 2021), which posits distinct mechanisms governing Dmin and Dmax thresholds.


Sujet(s)
Perception de la profondeur , Disparité rétinienne , Bruit , Inventaire de personnalité , Vision binoculaire
4.
Acta Ophthalmol ; 102(1): 38-48, 2024 Feb.
Article de Anglais | MEDLINE | ID: mdl-37078540

RÉSUMÉ

PURPOSE: To compare the effectiveness and efficiency of supervised dichoptic action-videogame play to occlusion therapy in children with amblyopia. METHODS: Newly diagnosed children with amblyopia aged 4-12 years were recruited, excluding strabismus >30PD. After 16 weeks of refractive adaptation children were randomized to gaming 1 h/week supervised by the researcher, or electronically monitored occlusion 2 h/day. The gaming group played a dichoptic action-videogame using virtual reality goggles, which included the task of catching a snowflake presented intermittently to the amblyopic eye. Contrast for the fellow eye was self-adjusted until 2 identical images were perceived. The primary outcome was visual acuity (VA) change from baseline to 24 weeks. RESULTS: We recruited 96 children, 29 declined and 2 were excluded for language or legal issues. After refractive adaptation, 24 of the remaining 65 no longer met the inclusion criteria for amblyopia, and 8 dropped out. Of 16 children treated with gaming, 7 (6.7 years) completed treatment, whereas 9 younger children (5.3 years) did not. Of 17 treated with occlusion, 14 (5.1 years) completed treatment and 3 (4.5 years) did not. Of 5 children with small-angle strabismus, 3 treated with occlusion completed treatment and 2 treated with gaming did not. Median VA improved by 0.30 logMAR (IQR 0.20-0.40) after gaming, 0.20 logMAR (0.00-0.30) after occlusion (p = 0.823). Treatment efficiency was 1.25 logMAR/100 h (range 0.42-2.08) with gaming, 0.08 (-0.19-0.68) with occlusion (p < 0.001). CONCLUSION: Dichoptic gaming seems a viable alternative for older children with refractive amblyopia after glasses adaptation. Treatment efficiency with gaming under continuous supervision was 15 times higher than with occlusion at home.


Sujet(s)
Amblyopie , Strabisme , Jeux vidéo , Enfant , Humains , Amblyopie/thérapie , Réfraction oculaire , Privation sensorielle , Strabisme/thérapie , Résultat thérapeutique , Acuité visuelle , Enfant d'âge préscolaire
5.
J Vis ; 23(14): 5, 2023 Dec 04.
Article de Anglais | MEDLINE | ID: mdl-38108790

RÉSUMÉ

Spatial context is known to influence the behavioral sensitivity (d') and the decision criterion (c) when detecting low-contrast targets. Of interest here is the effect on the decision criterion. Polat and Sagi (2007) demonstrated that, for a Gabor target positioned between two similar co-aligned high-contrast flankers, the observers' reports of seeing the target (Hit and False Alarm) decreased with increasing target-flanker distance. This effect was more pronounced when the distance was randomized within testing blocks compared to when it was fixed. According to signal detection theory (SDT), the latter result suggests that the decision criterion is adjusted to a specific distance-dependent combination of signal (S) and noise (N) when the S and N statistics are fixed, but not when they vary across trials. However, SDT cannot differentiate between changes in the decision bias (the criterion shift) and changes introduced by variations in S and N (the signal and noise shift). To circumvent this limitation of SDT, we analyzed the reaction time (RT) data within the framework of the drift diffusion model (DDM). We performed an RT analysis of the target-flanker interactions using data from Polat and Sagi (2007) and Zomet et al. (2008; 2016). The analysis revealed a stronger dependence on flankers for faster RTs and a weaker dependence for slower RTs. The results can be explained by DDM, where an evidence accumulation process depends on the flankers via a change in the rate of the evidence (signal and noise shift) and on observers' prior knowledge via a change in the starting point (criterion shift), leading to RT-independent and RT-dependent effects, respectively. The RT-independent distance-dependent response bias is attributed to the observers' inability to learn multiple internal distributions required to accommodate the distance-dependent effects of the flankers on both the signal and noise.


Sujet(s)
Apprentissage , Humains , Temps de réaction
6.
ACM Trans Graph ; 42(1)2023 Feb.
Article de Anglais | MEDLINE | ID: mdl-37122317

RÉSUMÉ

The human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) - gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content.

7.
BMC Ophthalmol ; 23(1): 220, 2023 May 17.
Article de Anglais | MEDLINE | ID: mdl-37198558

RÉSUMÉ

BACKGROUND: Amblyopia is the most common developmental vision disorder in children. The initial treatment consists of refractive correction. When insufficient, occlusion therapy may further improve visual acuity. However, the challenges and compliance issues associated with occlusion therapy may result in treatment failure and residual amblyopia. Virtual reality (VR) games developed to improve visual function have shown positive preliminary results. The aim of this study is to determine the efficacy of these games to improve vision, attention, and motor skills in patients with residual amblyopia and identify brain-related changes. We hypothesize that a VR-based training with the suggested ingredients (3D cues and rich feedback), combined with increasing the difficulty level and the use of various games in a home-based environment is crucial for treatment efficacy of vision recovery, and may be particularly effective in children. METHODS: The AMBER study is a randomized, cross-over, controlled trial designed to assess the effect of binocular stimulation (VR-based stereoptic serious games) in individuals with residual amblyopia (n = 30, 6-35 years of age), compared to refractive correction on vision, selective attention and motor control skills. Additionally, they will be compared to a control group of age-matched healthy individuals (n = 30) to account for the unique benefit of VR-based serious games. All participants will play serious games 30 min per day, 5 days per week, for 8 weeks. The games are delivered with the Vivid Vision Home software. The amblyopic cohort will receive both treatments in a randomized order according to the type of amblyopia, while the control group will only receive the VR-based stereoscopic serious games. The primary outcome is visual acuity in the amblyopic eye. Secondary outcomes include stereoacuity, functional vision, cortical visual responses, selective attention, and motor control. The outcomes will be measured before and after each treatment with 8-week follow-up. DISCUSSION: The VR-based games used in this study have been conceived to deliver binocular visual stimulation tailored to the individual visual needs of the patient, which will potentially result in improved basic and functional vision skills as well as visual attention and motor control skills. TRIAL REGISTRATION: This protocol is registered on ClinicalTrials.gov (identifier: NCT05114252) and in the Swiss National Clinical Trials Portal (identifier: SNCTP000005024).


Sujet(s)
Amblyopie , Jeux vidéo , Enfant , Humains , Amblyopie/thérapie , Vision binoculaire/physiologie , Acuité visuelle , Résultat thérapeutique , Essais contrôlés randomisés comme sujet
8.
Transl Vis Sci Technol ; 12(3): 1, 2023 03 01.
Article de Anglais | MEDLINE | ID: mdl-36857068

RÉSUMÉ

Purpose: To describe two new stereoacuity tests: the eRDS v6 stereotest, a global dynamic random dot stereogram (dRDS) test, and the Vivid Vision Stereo Test version 2 (VV), a local or "contour" stereotest for virtual reality (VR) headsets; and to evaluate the tests' reliability, validity compared to a dRDS standard, and learning effects. Methods: Sixty-four subjects passed a battery of stereotests, including perceiving depth from RDS. Validity was evaluated relative to a tablet-based dRDS reference test, ASTEROID. Reliability and learning effects were assessed over six sessions. Results: eRDS v6 was effective at measuring small thresholds (<10 arcsec) and had a moderate correlation (0.48) with ASTEROID. Across the six sessions, test-retest reliability was good, varying from 0.84 to 0.91, but learning occurred across the first three sessions. VV did not measure stereoacuities below 15 arcsec. It had a weak correlation with ASTEROID (0.27), and test-retest reliability was poor to moderate, varying from 0.35 to 0.74; however, no learning occurred between sessions. Conclusions: eRDS v6 is precise and reliable but shows learning effects. If repeated three times at baseline, this test is well suited as an outcome measure for testing interventions. VV is less precise, but it is easy and rapid and shows no learning. It may be useful for testing interventions in patients who have no global stereopsis. Translational Relevance: eRDS v6 is well suited as an outcome measure to evaluate treatments that improve adult stereodepth perception. VV can be considered for screening patient with compromised stereovision.


Sujet(s)
Troubles dystoniques , Tests de vision , Adulte , Humains , Reproductibilité des résultats , Perception de la profondeur
9.
J Vis ; 23(1): 14, 2023 Jan 03.
Article de Anglais | MEDLINE | ID: mdl-36662501

RÉSUMÉ

Extended reality (XR) devices, including virtual reality (VR), augmented reality (AR), and mixed reality (MR) devices, are immersive technologies that can swap or merge the natural environment with virtual content (e.g., videogames, movies, or other content). Although these devices are widely used for playing videogames and other applications, they have one distinct feature that makes them potentially very useful for the measurement and treatment of binocular vision anomalies-they can deliver different content to the two eyes simultaneously. Indeed, horizontally shifting the images in the two eyes (thereby creating binocular disparity) can provide the user with a compelling percept of depth through stereopsis. Because these devices are stereoscopic, they can also be used as high-tech synoptophores, in which the images to the two eyes differ in contrast, luminance, size, position, and content for measuring and treating binocular anomalies. The inclusion of eye tracking in VR adds an additional dimension to its utility in measuring and treating binocular vision anomalies, as well as other conditions. This paper describes the essential requirements for testing and treating binocular anomalies and reviews current studies in which XR devices have been used to measure and treat binocular vision anomalies.


Sujet(s)
Réalité de synthèse , Vision binoculaire , Humains , Perception de la profondeur , Vision , Disparité rétinienne
10.
J Vis ; 22(12): 7, 2022 11 01.
Article de Anglais | MEDLINE | ID: mdl-36326743

RÉSUMÉ

To obtain a single percept of the world, the visual system must combine inputs from the two eyes. Understanding the principles that govern this binocular combination process has important real-world clinical and technological applications. However, most research examining binocular combination has relied on relatively simple visual stimuli and it is unclear how well the findings apply to real-world scenarios. For example, it is well-known that, when the two eyes view sine wave gratings with differing contrast (dichoptic stimuli), the binocular percept often matches the higher contrast grating. Does this winner-take-all property of binocular contrast combination apply to more naturalistic imagery, which include broadband structure and spatially varying contrast? To better understand binocular combination during naturalistic viewing, we conducted psychophysical experiments characterizing binocular contrast perception for a range of visual stimuli. In two experiments, we measured the binocular contrast perception of dichoptic sine wave gratings and naturalistic stimuli, and asked how the contrast of the surrounding context affected percepts. Binocular contrast percepts were close to winner-take-all across many of the stimuli when the surrounding context was the average contrast of the two eyes. However, we found that changing the surrounding context modulated the binocular percept of some patterns and not others. We show evidence that this contextual effect may be due to the spatial orientation structure of the stimuli. These findings provide a step toward understanding binocular combination in the natural world and highlight the importance of considering the effect of the spatial interactions in complex stimuli.


Sujet(s)
Sensibilité au contraste , Vision binoculaire , Humains , Oeil
11.
Front Hum Neurosci ; 16: 949395, 2022.
Article de Anglais | MEDLINE | ID: mdl-36118971

RÉSUMÉ

In amblyopia, abnormal visual experience during development leads to an enduring loss of visual acuity in adulthood. Physiological studies in animal models suggest that intracortical GABAergic inhibition may mediate visual deficits in amblyopia. To better understand the relationship between visual cortical γ-aminobutyric acid (GABA) and perceptual suppression in persons with amblyopia (PWA), we employed magnetic resonance spectroscopy (MRS) to quantify GABA levels in both PWA and normally-sighted persons (NSP). In the same individuals, we obtained psychophysical measures of perceptual suppression for a variety of ocular configurations. In PWA, we found a robust negative correlation between the depth of amblyopia (the difference in visual acuity between the amblyopic and non-amblyopic eyes) and GABA concentration that was specific to visual cortex and was not observed in a sensorimotor cortical control region. Moreover, lower levels of visual cortical GABA were associated with weaker perceptual suppression of the fellow eye by the amblyopic eye and stronger suppression of the amblyopic eye by the fellow eye. Taken together, our findings provide evidence that intracortical GABAergic inhibition is an important component of the pathology of human amblyopia and suggest possible therapeutic interventions to restore vision in the amblyopic eye through enhancement of visual cortical GABAergic signaling in PWA.

12.
iScience ; 25(9): 104871, 2022 Sep 16.
Article de Anglais | MEDLINE | ID: mdl-36034215

RÉSUMÉ

Early blindness results in alterations in the neural responses to auditory stimuli. Here we show that even moderately reduced vision in one eye early in life is sufficient to induce neural plastic changes in voice processing. We asked individuals with reduced visual acuity in one eye due to amblyopia to attend to vocal cues during electroencephalogram recording. We found enhanced frontal auditory responses at 125 ms-225 ms, which were correlated with reduced vision in the amblyopic eye, but not the fellow eye. Our results indicate intramodal reorganization, typically observed after congenital profound visual deprivation.

13.
Vision Res ; 200: 108082, 2022 11.
Article de Anglais | MEDLINE | ID: mdl-35841717

RÉSUMÉ

Stereopsis provides us with a vivid impression of the depth and distance of objects in our 3- dimensional world. Stereopsis is important for a number of everyday visual tasks, including (but not limited to) reaching and grasping, fine visuo-motor control, and navigating in our world. This review briefly discusses the neural substrate for normal binocular vision and stereopsis and its development in primates; outlines some of the issues and limitations of stereopsis tests and examines some of the factors that limit the typical development of stereopsis and the causes and consequences of stereo-deficiency and stereo-blindness. Finally, we review several approaches to improving or recovering stereopsis in both neurotypical individuals and those with stereo-deficiency and stereo-blindness and outline some emerging strategies for improving stereopsis.


Sujet(s)
Perception de la profondeur , Vision binoculaire , Animaux , Cécité , Apprentissage
14.
J Vis ; 22(2): 15, 2022 02 01.
Article de Anglais | MEDLINE | ID: mdl-35195672

RÉSUMÉ

It is well known that crowding, the disruptive influence of flanking items on identification of targets, is the primary limiting factor to object identification in the periphery, while limits in the fovea are more determined by the ability to resolve individual items. Whether this is a dichotomous or merely a quantitative difference, and the transition between these two regimes, has remained unexplained. Here, using an adaptive optics system for optimal control of optical and stimulus factors, we measured threshold acuity for identification of Tumbling Es flanked by bars at a variety of flanker spacings and eight eccentricities in the parafovea. Thresholds at each eccentricity were influenced by resolution, contour interaction, and a saturating pedestal effect. When target-flanker spacing was plotted in terms of cortical distance, a single canonical clipped-line fit unified the resultant curves. The critical spacing for letters flanked by bars was found to be 1.3 to 1.5 cortical millimeters, corresponding to approximately 0.1*E outside the fovea.


Sujet(s)
Perception de la forme , Humains , Surpeuplement , Fossette centrale , Vision
16.
Sci Rep ; 11(1): 20881, 2021 10 22.
Article de Anglais | MEDLINE | ID: mdl-34686759

RÉSUMÉ

Coordination between visual and motor processes is critical for the selection of stable footholds when walking in uneven terrains. While recent work (Matthis et al. in Curr Biol 8(28):1224-1233, 2018) demonstrates a tight link between gaze (visual) and gait (motor), it remains unclear which aspects of visual information play a role in this visuomotor control loop, and how the loss of this information affects that relationship. Here we examine the role of binocular information in the visuomotor control of walking over complex terrain. We recorded eye and body movements while normally-sighted participants walked over terrains of varying difficulty, with intact vision or with vision in one eye blurred to disrupt binocular vision. Gaze strategy was highly sensitive to the complexity of the terrain, with more fixations dedicated to foothold selection as the terrain became more difficult. The primary effect of increased sensory uncertainty due to disrupted binocular vision was a small bias in gaze towards closer footholds, indicating greater pressure on the visuomotor control process. Participants with binocular vision losses due to developmental disorders (i.e., amblyopia, strabismus), who have had the opportunity to develop alternative strategies, also biased their gaze towards closer footholds. Across all participants, we observed a relationship between an individual's typical level of binocular visual function and the degree to which gaze is shifted toward the body. Thus the gaze-gait relationship is sensitive to the level of sensory uncertainty, and deficits in binocular visual function (whether transient or long-standing) have systematic effects on gaze strategy in complex terrains. We conclude that binocular vision provides useful information for locating footholds during locomotion. Furthermore, we have demonstrated that combined eye/body tracking in natural environments can be used to provide a more detailed understanding of the impact of a type of vision loss on the visuomotor control process of walking, a vital everyday task.


Sujet(s)
Fixation oculaire/physiologie , Pied/physiologie , Vision binoculaire/physiologie , Vision/physiologie , Marche à pied/physiologie , Adulte , Mouvements oculaires/physiologie , Femelle , Démarche/physiologie , Humains , Locomotion/physiologie , Mâle , Performance psychomotrice/physiologie , Jeune adulte
17.
Front Neurosci ; 15: 719120, 2021.
Article de Anglais | MEDLINE | ID: mdl-34630011

RÉSUMÉ

It has long been debated whether the analysis of global and local stereoscopic depth is performed by a single system or by separate systems. Global stereopsis requires the visual system to solve a complex binocular matching problem to obtain a coherent percept of depth. In contrast, local stereopsis requires only a simple matching of similar image features. In this preliminary study, we recruited five adults with amblyopia who lacked global stereopsis and trained them on a computerized local stereopsis depth task for an average of 12 h. Three out of five (60%) participants recovered fine global stereoscopic vision through training. Those who recovered global stereopsis reached a learning plateau more quickly on the local stereopsis task, and they tended to start the training with better initial local stereopsis performance, to improve more on local stereopsis with training, and to have less severe amblyopia. The transfer of learning from local stereopsis to global stereopsis is compatible with an interacting two-stage model.

18.
Sci Rep ; 11(1): 16920, 2021 08 19.
Article de Anglais | MEDLINE | ID: mdl-34413354

RÉSUMÉ

That binocular viewing confers an advantage over monocular viewing for detecting isolated low luminance or low contrast objects, has been known for well over a century; however, the processes involved in combining the images from the two eyes are still not fully understood. Importantly, in natural vision, objects are rarely isolated but appear in context. It is well known that nearby contours can either facilitate or suppress detection, depending on their distance from the target and the global configuration. Here we report that at close distances collinear (but not orthogonal) flanking contours suppress detection more under binocular compared to monocular viewing, thus completely abolishing the binocular advantage, both at threshold and suprathreshold levels. In contrast, more distant flankers facilitate both monocular and binocular detection, preserving a binocular advantage up to about four times the detection threshold. Our results for monocular and binocular viewing, for threshold contrast discrimination without nearby flankers, can be explained by a gain control model with uncertainty and internal multiplicative noise adding additional constraints on detection. However, in context with nearby flankers, both contrast detection threshold and suprathreshold contrast appearance matching require the addition of both target-to-target and flank-to-target interactions occurring before the site of binocular combination. To test an alternative model, in which the interactions occur after the site of binocular combination, we performed a dichoptic contrast matching experiment, with the target presented to one eye, and the flanks to the other eye. The two models make very different predictions for abutting flanks under dichoptic conditions. Interactions after the combination site predict that the perceived contrast of the flanked target will be strongly suppressed, while interactions before the site predict the perceived contrast will be more or less veridical. The data are consistent with the latter model, strongly suggesting that the interactions take place before the site of binocular combination.


Sujet(s)
Vision binoculaire/physiologie , Sensibilité au contraste/physiologie , Humains , Modèles biologiques , Seuils sensoriels
19.
Vision Res ; 186: 80-86, 2021 09.
Article de Anglais | MEDLINE | ID: mdl-34062374

RÉSUMÉ

Early visual deprivation is known to have profound consequences on the subsequent development of spatial visual processing. However, its impact on temporal processing is not well characterized. We have examined spatial and temporal contrast sensitivity functions following treatment for early and extended bilateral visual deprivation in fifteen children born with congenital cataracts in rural India. The results reveal a marked difference in post-treatment spatial and temporal sensitivities. Whereas spatial processing in newly sighted children is significantly impaired relative to age-matched controls, temporal processing exhibits remarkable resilience and is comparable to that in the control group. This difference in spatial and temporal outcomes is especially surprising given our computational analyses of video sequences which indicate a strong linkage between the spatial and temporal spectral content of natural visual inputs. We consider possible explanations for this discrepancy.


Sujet(s)
Cataracte , Perception du temps , Enfant , Sensibilité au contraste , Humains , Privation sensorielle , Perception visuelle
20.
Graefes Arch Clin Exp Ophthalmol ; 259(10): 3149-3157, 2021 Oct.
Article de Anglais | MEDLINE | ID: mdl-34057550

RÉSUMÉ

PURPOSE: In an ongoing randomised clinical trial comparing dichoptic VR video games with patching for amblyopia, we evaluated any potential barriers to successful use of this novel amblyopia treatment method. METHODS: From December 2017, all newly diagnosed amblyopic children were recruited. Excluded were children under age 4 and patients with strabismus exceeding 30PD. The video game was played for 1 h per week at the outpatient clinic under direct supervision. Records were kept of difficulties encountered during treatment and categorised into domains. Factors influencing the successful completion of this treatment were identified and related to patient characteristics. RESULTS: Ninety-one children were recruited for the trial, 20 parents refused participation before randomisation, because of the logistical challenges the outpatient dichoptic treatment would cause them. Of the 17 children who commenced dichoptic treatment (median age 6.2 years; IQR 4.9-8.4 years), 10 did not complete treatment. Children under age 5.5 years were unable to comprehend the game settings or the game itself. Older children (N = 7; 41%) were less willing to comply with the video game. Loss of interest in the game (N = 8; 47%) was found to be a limiting factor at all ages. CONCLUSION: Half of the children failed to complete VR dichoptic treatment, mainly due to young age. In countries with nationwide screening where amblyopia is detected before age 6, the applicability of such dichoptic treatment is limited.


Sujet(s)
Amblyopie , Strabisme , Jeux vidéo , Adolescent , Amblyopie/diagnostic , Amblyopie/thérapie , Enfant , Enfant d'âge préscolaire , Humains , Privation sensorielle , Vision binoculaire , Acuité visuelle
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