Computerized Gaming Technology as an Effective Form of Vision Therapy for Convergence Insufficiency. Herriot, C., Carvelho, T., Allison, R., & Irving, E. In Sixth Canadian Optometry Conference on Vision Science. Waterloo, Canada, Dec 7th-9th, 2007. -1 abstract bibtex 1 download Computerized Gaming Technology as an Effective Form of Vision Therapy for Convergence Insufficiency Authors Christopher Herriot, School of Optometry, University of Waterloo Tristan Carvelho, Computer Science and Engineering, York University Robert Allison, Computer Science and Engineering, York University Elizabeth Irving, School of Optometry, University of Waterloo Purpose The prevalence of convergence insufficiency (CI) has been estimated between 2.2 and 13%. CI is most often treated with some form of eye exercises. However, traditional forms of the exercises are tedious and boring, leading to poor patient compliance. The purpose of this pilot study is to investigate the efficacy and user acceptance of computerized gaming as a form of treatment for convergence insufficiency. Methods Four participants were selected for the study, with ages ranging from 11 to 34 years. Participants had to have corrected visual acuity of 6/12, stereo-acuity threshold ≤ 40 seconds of arc, near point of convergence (NPC) ≥ 6cm, exophoria greater at near than at far, and a positive fusional vergence (PFV) ≤ 15Δ or not meeting Sheard's criterion. Participants were asked to play a revised version of Pac-Man using a stereoscope to fuse two separate images. As the participant's convergence improved, the convergence demand was increased and operant conditioning paradigms were used to keep the participant motivated. Training was performed for 20 minutes each day, 5 days of the week for 2 weeks. Participants were asked to complete as visual symptom questionnaire prior to their training and an acceptance questionnaire after completion. Results Prior to training the average NPC and PFV values were 12.9 +/- 7.6 cm and 13 +/- 4.2Δ respectively, and two participants reported visual symptoms of CI. Upon completion of the training, the average NPC decreased to 5.8 +/- 3.0 cm and the average PFV increased to 25 +/- 4.1Δ. The two symptomatic participants reported relief of their symptoms, and all participants reported that computerized vision therapy was easy to understand, entertaining, and motivating. Conclusion Computerized gaming is a promising method to improve patient motivation and compliance. Further testing is required to directly compare its effectiveness to traditional methods.
@incollection{Herriot:2007gd,
abstract = {Computerized Gaming Technology as an Effective Form of Vision Therapy for Convergence Insufficiency
Authors
Christopher Herriot, School of Optometry, University of Waterloo
Tristan Carvelho, Computer Science and Engineering, York University
Robert Allison, Computer Science and Engineering, York University
Elizabeth Irving, School of Optometry, University of Waterloo
Purpose
The prevalence of convergence insufficiency (CI) has been estimated between 2.2 and 13\%. CI is most often treated with some form of eye exercises. However, traditional forms of the exercises are tedious and boring, leading to poor patient compliance. The purpose of this pilot study is to investigate the efficacy and user acceptance of computerized gaming as a form of treatment for convergence insufficiency.
Methods
Four participants were selected for the study, with ages ranging from 11 to 34 years. Participants had to have corrected visual acuity of 6/12, stereo-acuity threshold \leq 40 seconds of arc, near point of convergence (NPC) \geq 6cm, exophoria greater at near than at far, and a positive fusional vergence (PFV) \leq 15\Delta or not meeting Sheard's criterion. Participants were asked to play a revised version of Pac-Man using a stereoscope to fuse two separate images. As the participant's convergence improved, the convergence demand was increased and operant conditioning paradigms were used to keep the participant motivated. Training was performed for 20 minutes each day, 5 days of the week for 2 weeks. Participants were asked to complete as visual symptom questionnaire prior to their training and an acceptance questionnaire after completion.
Results
Prior to training the average NPC and PFV values were 12.9 +/- 7.6 cm and 13 +/- 4.2\Delta respectively, and two participants reported visual symptoms of CI. Upon completion of the training, the average NPC decreased to 5.8 +/- 3.0 cm and the average PFV increased to 25 +/- 4.1\Delta. The two symptomatic participants reported relief of their symptoms, and all participants reported that computerized vision therapy was easy to understand, entertaining, and motivating.
Conclusion
Computerized gaming is a promising method to improve patient motivation and compliance. Further testing is required to directly compare its effectiveness to traditional methods.
},
address = {Waterloo, Canada},
author = {Herriot, C. and Carvelho, T. and Allison, R.S. and Irving, E.L.},
booktitle = {Sixth Canadian Optometry Conference on Vision Science},
date-added = {2011-05-06 16:30:31 -0400},
date-modified = {2012-07-02 22:39:14 -0400},
keywords = {Gaming for Vision Therapy},
month = {Dec 7th-9th},
title = {Computerized Gaming Technology as an Effective Form of Vision Therapy for Convergence Insufficiency},
url-1 = {https://percept.eecs.yorku.ca/papers/COCVS abstract Herriot.doc},
year = {2007}}
Downloads: 1
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However, traditional forms of the exercises are tedious and boring, leading to poor patient compliance. The purpose of this pilot study is to investigate the efficacy and user acceptance of computerized gaming as a form of treatment for convergence insufficiency. Methods Four participants were selected for the study, with ages ranging from 11 to 34 years. Participants had to have corrected visual acuity of 6/12, stereo-acuity threshold ≤ 40 seconds of arc, near point of convergence (NPC) ≥ 6cm, exophoria greater at near than at far, and a positive fusional vergence (PFV) ≤ 15Δ or not meeting Sheard's criterion. Participants were asked to play a revised version of Pac-Man using a stereoscope to fuse two separate images. As the participant's convergence improved, the convergence demand was increased and operant conditioning paradigms were used to keep the participant motivated. Training was performed for 20 minutes each day, 5 days of the week for 2 weeks. Participants were asked to complete as visual symptom questionnaire prior to their training and an acceptance questionnaire after completion. Results Prior to training the average NPC and PFV values were 12.9 +/- 7.6 cm and 13 +/- 4.2Δ respectively, and two participants reported visual symptoms of CI. Upon completion of the training, the average NPC decreased to 5.8 +/- 3.0 cm and the average PFV increased to 25 +/- 4.1Δ. The two symptomatic participants reported relief of their symptoms, and all participants reported that computerized vision therapy was easy to understand, entertaining, and motivating. Conclusion Computerized gaming is a promising method to improve patient motivation and compliance. Further testing is required to directly compare its effectiveness to traditional methods. ","address":"Waterloo, Canada","author":[{"propositions":[],"lastnames":["Herriot"],"firstnames":["C."],"suffixes":[]},{"propositions":[],"lastnames":["Carvelho"],"firstnames":["T."],"suffixes":[]},{"propositions":[],"lastnames":["Allison"],"firstnames":["R.S."],"suffixes":[]},{"propositions":[],"lastnames":["Irving"],"firstnames":["E.L."],"suffixes":[]}],"booktitle":"Sixth Canadian Optometry Conference on Vision Science","date-added":"2011-05-06 16:30:31 -0400","date-modified":"2012-07-02 22:39:14 -0400","keywords":"Gaming for Vision Therapy","month":"Dec 7th-9th","title":"Computerized Gaming Technology as an Effective Form of Vision Therapy for Convergence Insufficiency","url-1":"https://percept.eecs.yorku.ca/papers/COCVS abstract Herriot.doc","year":"2007","bibtex":"@incollection{Herriot:2007gd,\n\tabstract = {Computerized Gaming Technology as an Effective Form of Vision Therapy for Convergence Insufficiency\nAuthors\nChristopher Herriot, School of Optometry, University of Waterloo\nTristan Carvelho, Computer Science and Engineering, York University\nRobert Allison, Computer Science and Engineering, York University\nElizabeth Irving, School of Optometry, University of Waterloo\n\nPurpose\nThe prevalence of convergence insufficiency (CI) has been estimated between 2.2 and 13\\%. CI is most often treated with some form of eye exercises. However, traditional forms of the exercises are tedious and boring, leading to poor patient compliance. The purpose of this pilot study is to investigate the efficacy and user acceptance of computerized gaming as a form of treatment for convergence insufficiency. \n\nMethods\nFour participants were selected for the study, with ages ranging from 11 to 34 years. Participants had to have corrected visual acuity of 6/12, stereo-acuity threshold \\leq 40 seconds of arc, near point of convergence (NPC) \\geq 6cm, exophoria greater at near than at far, and a positive fusional vergence (PFV) \\leq 15\\Delta or not meeting Sheard's criterion. Participants were asked to play a revised version of Pac-Man using a stereoscope to fuse two separate images. As the participant's convergence improved, the convergence demand was increased and operant conditioning paradigms were used to keep the participant motivated. Training was performed for 20 minutes each day, 5 days of the week for 2 weeks. Participants were asked to complete as visual symptom questionnaire prior to their training and an acceptance questionnaire after completion.\n\nResults\nPrior to training the average NPC and PFV values were 12.9 +/- 7.6 cm and 13 +/- 4.2\\Delta respectively, and two participants reported visual symptoms of CI. Upon completion of the training, the average NPC decreased to 5.8 +/- 3.0 cm and the average PFV increased to 25 +/- 4.1\\Delta. The two symptomatic participants reported relief of their symptoms, and all participants reported that computerized vision therapy was easy to understand, entertaining, and motivating. \n\nConclusion\nComputerized gaming is a promising method to improve patient motivation and compliance. 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