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Research On Clinical Application Of Virtual Reality Technology Based On Push-Pull Model In Amblyopic Patients

Posted on:2021-01-08Degree:MasterType:Thesis
Country:ChinaCandidate:C WeiFull Text:PDF
GTID:2404330605954003Subject:Clinical Medicine
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Objective:The main purpose of this trial is to explore the application of virtual reality technology based on pushpull model in the clinical treatment of children with amblyopia,and to evaluate its effect on improving the visual acuity and visual function of children with amblyopia.Methods:A group of 110 untreated children with amblyopia diagnosed as monocular or binocular amblyopia at the outpatient clinic of Henan University,from June 2018 to December 2019 was recruited into the randomized controlled trial.The lower limit is 0.5;the lower limit of normal vision for children 4-5 years old is 0.6,the lower limit of normal vision for children 6-7 years old and above is 0.7,and the lower limit of normal vision for children 7 years and older is 0.8 Among them,there were 56 male patients and 54 female patients,aged between 3-12 years,with an average age of 7.92 ± 2.34 years.110 patients were randomly divided into two groups.One group of 55 patients(78 eyes)was set as the experimental group(VR training group)for amblyopia training based on push-pull model virtual reality technology;the other group of 55 patients(81 eyes)was set as the control group(traditional training group),and traditional amblyopia treatment was performed.Visual acuity,four-hole light,stereo vision function,and perceptual eye position were examined before and after treatment in the VR training group and the traditional training group.Comparative analysis was used to assess the effect of different treatment.Result:1.Visual inspection after treatment.The number of ineffective eyes in the VR treatment group was 4,with an improvement of 32,and a basic cure of 42;the number of ineffective eyes in the traditional treatment group with 10,an improvement of 41,and a basic cure of 30.The rank sum test showed that the visual acuity of the VR treatment group was significantly greater than that of the traditional treatment group after training,and the difference was significant(P = 0.02 <0.05).2.Four-hole lamp inspection at different positions.Compared with before treatment,the children in VR training group had significantly improved fusion function at 33 cm,2.5m and 6m,and the differences were statistically significant(P <0.05).In the traditional training group,the fusion function was significantly improved at 33 cm and 2.5m after treatment compared with that before treatment,and the difference was statistically significant(P <0.05).The fusion function was not significantly improved at 6m(P> 0.05).).Compared with the children in the two groups after treatment,the improvement of the fusion function of the children in the VR training group at 6m was significantly better than that of the traditional training group,and the difference was statistically significant(P = 0.035 <0.05).3.Stereoscopic inspection.In the VR training group,compared with before treatment,Yan Shaoming’s near stereo vision and synoptic far stereo vision function were significantly improved,and the difference was statistically significant(P <0.05).There was no statistically significant difference in the improvement of stereo visual function between Yan Shaoming and the synoptophore patients in the traditional training group compared with that before treatment(P> 0.05).Compared with the children in the two groups after treatment,the results of traditional stereopsis in the VR training group were significantly better than the traditional training group,and the differences were statistically significant(P <0.05).Compared with before treatment,the children in the VR training group had significantly improved stereoscopic vision at level-0,level-1,and level-2,and the differences were statistically significant(P <0.05).Compared with before treatment,children in the traditional training group had significantly improved 1st-order stereoscopic function,and the difference was statistically significant(P <0.05).There was no statistically significant improvement in 0-order and 2ndorder stereoscopic function at random points(P> 0.05).Compared with the children in the two groups after treatment,the improvement of stereoscopic function of the 0-order and 1-order stereopsis in the VR training group was significantly better than that of in the traditional training group,and the differences were statistically significant(P <0.05).4.Perceptual eye examination.After treatment,the children in the VR training group and the traditional training group showed significant improvement in the horizontal and vertical directions of 3 ° large visual target and 1 ° small visual target after treatment,and the differences were statistically significant(P <0.05).Compared with the children in the two groups after treatment,the children in the VR training group had better perceptual eye position improvement in both directions of large and small visual targets than the traditional training group,and the differences were statistically significant(P <0.05).Conclusion:For the clinical treatment of children with amblyopia,compared with traditional treatment,the virtual reality technology based on the push-pull model can improve the vision of patients with amblyopia faster,and strengthen the fusion function of the brain in different positions and the control of the visual center on the separation of eyes.In terms of restoring the patient’s stereopsis,whether it is the traditional near and far stereopsis examination or the perceptual stereoscopic restoration,VR training is faster and more efficient than traditional amblyopia treatment in establishing advanced visual function in children.
Keywords/Search Tags:amblyopia, virtual reality technology, push-pull model, perceptual eye position, stereo vision
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