ArticleScientific reports2021
Scaffolding depth cues and perceptual learning in VR to train stereovision: a proof of concept pilot study.
Article in Scientific reports, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT01115283 (Improving Spatial and Temporal Vision in Adult and Juvenile Amblyopia), which is not on this map. Cited by 14 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Improving Spatial and Temporal Vision in Adult and Juvenile Amblyopia
Who cites it
14 citing papers in PubMed, 28 citations in OpenAlex.
- Digital therapeutics using virtual reality-based visual perceptual learning for visual field defects in stroke: A double-blind randomized trial.Brain and behavior · 2024Trial
- Recovery of depth perception in adults with abnormal binocular vision.Vision research · 2026Article
- Systematic Review and Meta-Analysis of RCTs on Efficacy of Conventional vs. Emerging Treatments for Amblyopia.Life (Basel, Switzerland) · 2026Review
- Effects of Perceptual Learning Through Binocular Virtual Reality Exercises on Low Stereopsis.Journal of clinical medicine · 2025Article
- Classification of videogames for amblyopia treatment in perceptive and cognitive domains.PloS one · 2025Article
- Significance of binocular fusion in enhancing visual acuity during amblyopia treatment.Translational pediatrics · 2024Article
- Can viewing a 3D movie improve visual function in children with a history of amblyopia and neurotypical children?: A pilot study.PloS one · 2024Article
- Article
- Current Developments in the Management of Amblyopia with the Use of Perceptual Learning Techniques.Medicina (Kaunas, Lithuania) · 2023Review
- Amblyopia Treatment through Immersive Virtual Reality: A Preliminary Experience in Anisometropic Children.Vision (Basel, Switzerland) · 2023Article
- Stereoptic serious games as a visual rehabilitation tool for individuals with a residual amblyopia (AMBER trial): a protocol for a crossover randomized controlled trial.BMC ophthalmology · 2023Article
- Applications and implications for extended reality to improve binocular vision and stereopsis.Journal of vision · 2023Article
- Recent Advances in Screening and Treatment for Amblyopia.Ophthalmology and therapy · 2021Review
- Stereoscopic Visual Perceptual Learning in Seniors.Geriatrics (Basel, Switzerland) · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 3 institutions in 2 countries.
Funding
Abstract
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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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.