7 research outputs found

    Context and Crowding in Perceptual Learning on a Peripheral Contrast Discrimination Task: Context-Specificity in Contrast Learning

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    Perceptual learning is an improvement in sensitivity due to practice on a sensory task and is generally specific to the trained stimuli and/or tasks. The present study investigated the effect of stimulus configuration and crowding on perceptual learning in contrast discrimination in peripheral vision, and the effect of perceptual training on crowding in this task. 29 normally-sighted observers were trained to discriminate Gabor stimuli presented at 9° eccentricity with either identical or orthogonally oriented flankers with respect to the target (ISO and CROSS, respectively), or on an isolated target (CONTROL). Contrast discrimination thresholds were measured at various eccentricities and target-flanker separations before and after training in order to determine any learning transfer to untrained stimulus parameters. Perceptual learning was observed in all three training stimuli; however, greater improvement was obtained with training on ISO-oriented stimuli compared to CROSS-oriented and unflanked stimuli. This learning did not transfer to untrained stimulus configurations, eccentricities or target-flanker separations. A characteristic crowding effect was observed increasing with viewing eccentricity and decreasing with target-flanker separation before and after training in both configurations. The magnitude of crowding was reduced only at the trained eccentricity and target-flanker separation; therefore, learning for contrast discrimination and for crowding in the present study was configuration and location specific. Our findings suggest that stimulus configuration plays an important role in the magnitude of perceptual learning in contrast discrimination and suggest context-specificity in learning

    The Effects of Vertical Yoked Prisms on Gait

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    Citation: Errington JA, Menant JC, Suttle CM, Bruce J, Asper LJ. The effects of vertical yoked prisms on gait. Invest Ophthalmol Vis Sci. 2013;54:3949-3956. DOI:10.1167/ iovs.12-10955 PURPOSE. To investigate the influence of base down (BD) and base up (BU) yoked prism wear on gait. METHODS. Gait was assessed in 31 young healthy adults (mean age, 24.0 6 5.1 years) during and after wearing 5 prism diopter ( D ) BU yoked prisms, 5 D BD yoked prisms, and plano (PL) (zero power; control condition) lenses, worn in a pseudorandom order. Velocity; cadence; step length; double support phase; step width; and variability in step time, step width, step length, and swing time were measured as participants walked at a freely chosen walking speed along a 5.3-m electronic mat placed in the center of a 7.5-m walkway. Gait parameters were analyzed for each viewing condition before, during, and after prism wear. RESULTS. BD yoked prisms, when compared with PL, led to slower velocity, lower cadence, decreased step length, and increased step time variability (P 0.001) These gait parameters did not significantly differ between BU yoked prisms and PL lenses (P > 0.05). Measurements taken immediately on removal did not differ from those taken after a time delay of 5 minutes. CONCLUSIONS. BD yoked prisms affected gait in young healthy adults walking across an unobstructed path at their freely chosen walking speed, in that participants adopted a slower, apparently more cautious gait pattern; BU yoked prisms did not significantly affect gait. The effect of BD prism on gait may be due in part to a perception of increased height

    Treatment and compliance with virtual reality and anaglyph-based training programs for convergence insufficiency

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    Background: Convergence insufficiency may be treated by visual exercises designed to increase convergence while maintaining single, clear, binocular vision. However, compliance with treatment is problematic, as patients often cease treatment when symptoms start to improve and before treatment is complete. The purpose of the present study was to assess the feasibility of using gamification of vision training to: (a) treat convergence insufficiency; and (b) improve compliance to treatment in comparison to a conventional treatment over a six-week treatment period. Methods: Two interventions, anaglyphs and a virtual reality game of Snakes, were evaluated for their effectiveness in treating adults with convergence insufficiency. The prescribed training regimen was 20 minutes, three times per week for six weeks. Vision was assessed before and after the treatment period. Participants also filled in the Core Elements of the Gaming Experience Questionnaire to gauge impact of game design on compliance. Results: Eighteen participants (mean age 20.8 ± 1.8 years) met the inclusion criteria for convergence insufficiency and nine participants were randomly assigned to each intervention. Repeated measures analysis of variance showed a significant effect of visit for near point of convergence (F1,16 = 38.32, p &lt; 0.0001), near positive fusional reserves break (F1,16 = 21.94, p &lt; 0.0001) and recovery (F1,16 = 26.87, p &lt; 0.0001), but not of intervention type. Total time played was significantly longer for the virtual reality Snake Game than the anaglyph intervention (p &lt; 0.0001), which translated to mean compliance of 82 per cent and 51 per cent respectively. Conclusion: Gamification of vision training in a virtual reality environment is feasible and associated with increased compliance, hence may be a useful strategy to treat convergence insufficiency.</p
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