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Bui Quoc E, Kulp MT, Burns JG, Thompson B. Amblyopia: A review of unmet needs, current treatment options, and emerging therapies. Surv Ophthalmol 2023; 68:507-525. [PMID: 36681277 DOI: 10.1016/j.survophthal.2023.01.001] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/16/2022] [Revised: 01/03/2023] [Accepted: 01/13/2023] [Indexed: 01/20/2023]
Abstract
Amblyopia is a global public health issue with extensive, multifaceted impacts on vision and quality of life (QoL) for both patients and families. Geographical variation exists in the management of amblyopia, with traditional mainstay treatments, optical correction, and fellow eye occlusion most successful when implemented at an early age. In recent years, however, studies demonstrating meaningful improvements in older children and adults have challenged the concept of a complete loss of visual processing plasticity beyond the critical period of visual development, with growing evidence supporting the potential efficacy of emerging, more engaging, binocular therapies in both adults and children. Binocular approaches aim to restore deficits in amblyopia that extend beyond monocular visual acuity impairment, including binocular fusion and visuomotor skills. In view of this, incorporating outcome measures that evaluate the visual performance and functional ability of individuals with amblyopia will provide a clearer understanding of the effect of amblyopia on QoL and a more comprehensive evaluation of amblyopia therapies.
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Affiliation(s)
- Emmanuel Bui Quoc
- Ophthalmology Department, Robert Debré University Hospital, Assistance Publique Hôpitaux de Paris, Paris, France.
| | | | | | - Benjamin Thompson
- School of Optometry and Vision Science, University of Waterloo, Canada; Centre for Eye and Vision Research, Hong Kong
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2
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Huurneman B, Goossens J. Broad and Long-Lasting Vision Improvements in Youth With Infantile Nystagmus After Home Training With a Perceptual Learning App. Front Neurosci 2021; 15:651205. [PMID: 34489619 PMCID: PMC8417383 DOI: 10.3389/fnins.2021.651205] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2021] [Accepted: 06/25/2021] [Indexed: 11/16/2022] Open
Abstract
Current treatments for infantile nystagmus (IN), focused on dampening the oscillating eye movements, yield little to no improvement in visual functioning. It makes sense, however, to treat the visual impairments associated with IN with tailored sensory training. Recently, we developed such a training, targeting visual crowding as an important bottleneck in visual functioning with an eye-movement engaging letter discrimination task. This training improved visual performance of children with IN, but most children had not reached plateau performance after 10 supervised training sessions (3,500 trials). Here, we evaluate the effects of prolonged perceptual learning (14,000 trials) in 7-18-year-old children with IN and test the feasibility of tablet-based, at-home intervention. Results demonstrate that prolonged home-based perceptual training results in stable, long lasting visual acuity improvements at distance and near, with remarkably good transfer to reading and even stereopsis. Improvements on self-reported functional vision scores underline the clinical relevance of perceptual learning with e-health apps for individuals with IN.
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Affiliation(s)
- Bianca Huurneman
- Department Cognitive Neuroscience, Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, Netherlands.,Royal Dutch Visio, Nijmegen, Netherlands
| | - Jeroen Goossens
- Department Cognitive Neuroscience, Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, Netherlands
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3
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Jukes C, Bjerre A, Coupe J, Gibson J. Pilot Study Evaluating the Feasibility of Comparing Computer Game Play with Close Work During Occlusion in Children Aged 2-7 Years with Amblyopia. Br Ir Orthopt J 2019; 15:115-124. [PMID: 32999982 PMCID: PMC7510385 DOI: 10.22599/bioj.132] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
Background/Aims: Computer games have been used to stimulate vision in amblyopia with varying degrees of success. The aim of this pilot study was to evaluate the feasibility of conducting a randomised controlled trial to test the effectiveness of computer game play compared to close work during occlusion treatment in children. Method: Children aged 2–7 years with amblyopia and no prior amblyopia treatment were invited to participate. Participants were randomised to a computer game group or close work group and asked to complete two hours occlusion per day, incorporating one hour of their allocated activity. LogMAR visual acuity (VA) was assessed before treatment commenced and after 7(±1) weeks. The same examiner, who was unaware of the allocated treatment, assessed the participant using the same VA test. Results: Eighteen participants (mean age of 4.2 ± 1.3 years) completed the study. After seven weeks the mean VA of the amblyopic eye in the computer game group improved by 0.147 ± 0.182 logMAR, and in the close work group improved by 0.181 ± 0.124 logMAR. The difference in VA improvement between the computer game and the close work groups was not statistically significant (F(1,32) = 3.71; p = 0.06). Conclusion: No significant difference was found in visual outcomes between the two groups, but a larger sample size would be needed to draw conclusions regarding the amblyopic population. Evaluation of the study design suggests it would be feasible to conduct a randomised controlled trial comparing computer games and close work during occlusion to determine if a significant difference in visual outcome exists.
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The treatment of amblyopia: current practice and emerging trends. Graefes Arch Clin Exp Ophthalmol 2019; 257:1061-1078. [DOI: 10.1007/s00417-019-04254-w] [Citation(s) in RCA: 26] [Impact Index Per Article: 5.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/03/2018] [Revised: 12/22/2018] [Accepted: 01/17/2019] [Indexed: 02/04/2023] Open
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Deshpande PG, Bhalchandra PC, Nalgirkar AR, Tathe SR. Improvement of visual acuity in residual meridional amblyopia by astigmatic axis video games. Indian J Ophthalmol 2018; 66:1156-1160. [PMID: 30038164 PMCID: PMC6080462 DOI: 10.4103/ijo.ijo_1096_17] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/03/2022] Open
Abstract
Purpose: This study was carried out to evaluate the efficacy of developed “astigmatic axis video games” in children and adolescents having meridional amblyopia, with the aim to improve the visual acuity (VA). Till date, no studies are available on the treatment of amblyopic meridian. Meridional amblyopia (MA) results when astigmatism remains untreated for a long period. The aim of the study was to assess the effectiveness of a set of novel video games, the astigmatism axis video games (AAVGs), in improving the visual acuity (VA) in MA. Methods: We included 50 eyes with residual myopic MA (cylinder ≥2.0 and ≤4.0 D) whose VA did not improve beyond 0.3 LogMAR equivalent, despite patching for 2 h/day for the preceding 3 months. Patients were subjected to AAVG in conjunction with best-corrected glasses and patching of the better eye for 2 h/day for 3 months. Results: Out of 50 eyes, 32 eyes were from children between 8 and 12 years and 18 were >12 years. Full improvement of LogMAR VA up to 0.0 was seen in 36/50 (72.0%) oblique astigmatism eyes. Partial improvement of LogMAR VA at least 0.3 LogMAR or more was observed in another 7 eyes (14%) eyes. The mean VA improved from 0.43 ± 0.1 LogMAR at baseline to 0.077 ± 0.08 at 3 months (P < 0.001). Good number of eyes (n = 16, 32%) showed speedy visual improvement between 2 and 4 weeks after initiation of AAVG. No adverse effects were observed. Conclusion: Satisfactory improvement in VA in eyes with residual MA provides preliminary data into the effectiveness of stimulation of the precise amblyopic axis by AAVG in conjunction with spectacles and “minimal patching” regimen of 2 h/day. Further comparative study is warranted.
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Affiliation(s)
- Pradeep G Deshpande
- Global Medical Foundation and Dr. Nayana Research Centre, Aurangabad, Maharashtra, India
| | - Poonam C Bhalchandra
- Global Medical Foundation and Dr. Nayana Research Centre, Aurangabad, Maharashtra, India
| | - Aniruddha R Nalgirkar
- Global Medical Foundation and Dr. Nayana Research Centre, Aurangabad, Maharashtra, India
| | - Sandeep R Tathe
- Global Medical Foundation and Dr. Nayana Research Centre, Aurangabad, Maharashtra, India
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Virtual Interactive Environment for Low-Cost Treatment of Mechanical Strabismus and Amblyopia. INFORMATION 2018. [DOI: 10.3390/info9070175] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
This study presents a technique that uses an interactive virtual environment for the rehabilitation treatment of patients with mechanical strabismus and/or amblyopia who have lost eye movement. The relevant part of this treatment is the act of forcing the two eyes to cooperate with each other by increasing the level of adaptation of the brain and allowing the weak eye to see again. Accordingly, the game enables both eyes to work together, providing the patient with better visual comfort and life quality. In addition, the virtual environment is attractive and has the ability to overcome specific challenges with real-time feedback, coinciding with ideal approaches for use in ocular rehabilitation. The entire game was developed with free software and the 3D environment, which is made from low-cost virtual reality glasses, as well as Google Cardboard which uses a smartphone for the display of the game. The method presented was tested in 41 male and female patients, aged 8 to 39 years, and resulted in the success of 40 patients. The method proved to be feasible and accessible as a tool for the treatment of amblyopia and strabismus. The project was registered in the Brazil platform and approved by the ethics committee of the State University of Piaui—UESPI, with the CAAE identification code: 37802114.8.0000.5209.
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7
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An action video game for the treatment of amblyopia in children: A feasibility study. Vision Res 2018; 148:1-14. [PMID: 29709618 DOI: 10.1016/j.visres.2018.04.005] [Citation(s) in RCA: 47] [Impact Index Per Article: 7.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2018] [Revised: 03/29/2018] [Accepted: 04/01/2018] [Indexed: 11/22/2022]
Abstract
The gold-standard treatment for childhood amblyopia remains patching or penalizing the fellow eye, resulting in an average of about a one line (0.1 logMAR) improvement in visual acuity following ≈120 h of patching in children 3-8 years old. However, compliance with patching and other treatment options is often poor. In contrast, fast-paced action video games can be highly engaging, and have been shown to yield broad-based improvements in vision and attention in adult amblyopia. Here, we pilot-tested a custom-made action video game to treat children with amblyopia. Twenty-one (n = 21) children (mean age 9.95 ± 3.14 [se]) with unilateral amblyopia (n = 12 anisometropic and n = 9 strabismic) completed 20 h of game play either monocularly, with the fellow eye patched (n = 11), or dichoptically, with reduced contrast to the fellow eye (n = 10). Participants were assessed for visual acuity (VA), stereo acuity and reading speed at baseline, and following 10 and 20 h of play. Additional exploratory analyses examined improvements after 6-10 weeks of completion of training (follow-up). Following 20 h of training, VA improved, on average, by 0.14 logMAR (≈38%) for the dichoptic group and by 0.06 logMAR (≈15%) for the monocular group. Similarly, stereoacuity improved by 0.07 log arcsec (≈17%) following dichoptic training, and by 0.06 log arcsec (≈15%) following monocular training. Across both treatment groups, 7 of the 12 individuals with anisometropic amblyopia showed improvement in stereoacuity, whereas only 1 of the 9 strabismic individuals improved. Most improvements were largely retained at follow-up. Our feasibility study therefore suggests that the action video game approach may be used as an effective adjunct treatment for amblyopia in children, achieving results similar to those of the gold-standard treatment in shorter duration.
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8
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Gao TY, Anstice N, Babu RJ, Black JM, Bobier WR, Dai S, Guo CX, Hess RF, Jenkins M, Jiang Y, Kearns L, Kowal L, Lam CSY, Pang PCK, Parag V, South J, Staffieri SE, Wadham A, Walker N, Thompson B. Optical treatment of amblyopia in older children and adults is essential prior to enrolment in a clinical trial. Ophthalmic Physiol Opt 2018; 38:129-143. [PMID: 29356022 DOI: 10.1111/opo.12437] [Citation(s) in RCA: 30] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2017] [Accepted: 12/03/2017] [Indexed: 11/29/2022]
Abstract
PURPOSE Optical treatment alone can improve visual acuity (VA) in children with amblyopia, thus clinical trials investigating additional amblyopia therapies (such as patching or videogames) for children require a preceding optical treatment phase. Emerging therapies for adult patients are entering clinical trials. It is unknown whether optical treatment is effective for adults with amblyopia and whether an optical correction phase is required for trials involving adults. METHODS We examined participants who underwent optical treatment in the Binocular Treatment for Amblyopia using Videogames (BRAVO) clinical trial (ANZCTR ID: ACTRN12613001004752). Participants were recruited in three age groups (7 to 12, 13 to 17, or ≥18 years), and had unilateral amblyopia due to anisometropia and/or strabismus, with amblyopic eye VA of 0.30-1.00 logMAR (6/12 to 6/60, 20/40 to 20/200). Corrective lenses were prescribed based on cycloplegic refraction to fully correct any anisometropia. VA was assessed using the electronic visual acuity testing algorithm (e-ETDRS) test and near stereoacuity was assessed using the Randot Preschool Test. Participants were assessed every four weeks up to 16 weeks, until either VA was stable or until amblyopic eye VA improved to better than 0.30 logMAR, rendering the participant ineligible for the trial. RESULTS Eighty participants (mean age 24.6 years, range 7.6-55.5 years) completed four to 16 weeks of optical treatment. A small but statistically significant mean improvement in amblyopic eye VA of 0.05 logMAR was observed (S.D. 0.08 logMAR; paired t-test p < 0.0001). Twenty-five participants (31%) improved by ≥1 logMAR line and of these, seven (9%) improved by ≥2 logMAR lines. Stereoacuity improved in 15 participants (19%). Visual improvements were not associated with age, presence of strabismus, or prior occlusion treatment. Two adult participants withdrew due to intolerance to anisometropic correction. Sixteen out of 80 participants (20%) achieved better than 0.30 logMAR VA in the amblyopic eye after optical treatment. Nine of these participants attended additional follow-up and four (44%) showed further VA improvements. CONCLUSIONS Improvements from optical treatment resulted in one-fifth of participants becoming ineligible for the main clinical trial. Studies investigating additional amblyopia therapies must include an appropriate optical treatment only phase and/or parallel treatment group regardless of patient age. Optical treatment of amblyopia in adult patients warrants further investigation.
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Affiliation(s)
- Tina Y Gao
- School of Optometry and Vision Science, The University of Auckland, Auckland, New Zealand
| | - Nicola Anstice
- School of Optometry and Vision Science, The University of Auckland, Auckland, New Zealand
| | - Raiju J Babu
- School of Optometry and Vision Science, University of Waterloo, Waterloo, Ontario, Canada
| | - Joanna M Black
- School of Optometry and Vision Science, The University of Auckland, Auckland, New Zealand
| | - William R Bobier
- School of Optometry and Vision Science, University of Waterloo, Waterloo, Ontario, Canada
| | - Shuan Dai
- Department of Ophthalmology, Auckland City Hospital and Starship Children's Hospital, Auckland, New Zealand
| | - Cindy X Guo
- School of Optometry and Vision Science, The University of Auckland, Auckland, New Zealand
| | - Robert F Hess
- Department of Ophthalmology, McGill Vision Research, McGill University, Montreal, Quebec, Canada
| | - Michelle Jenkins
- National Institute for Health Innovation, School of Population Health, The University of Auckland, Auckland, New Zealand
| | - Yannan Jiang
- National Institute for Health Innovation, School of Population Health, The University of Auckland, Auckland, New Zealand
| | - Lisa Kearns
- Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Victoria, Australia.,Ophthalmology, Department of Surgery, University of Melbourne, Melbourne, Victoria, Australia
| | - Lionel Kowal
- Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Victoria, Australia.,Ophthalmology, Department of Surgery, University of Melbourne, Melbourne, Victoria, Australia
| | - Carly S Y Lam
- School of Optometry, The Hong Kong Polytechnic University, Hong Kong, China
| | - Peter C K Pang
- School of Optometry, The Hong Kong Polytechnic University, Hong Kong, China
| | - Varsha Parag
- National Institute for Health Innovation, School of Population Health, The University of Auckland, Auckland, New Zealand
| | - Jayshree South
- School of Optometry and Vision Science, The University of Auckland, Auckland, New Zealand
| | - Sandra Elfride Staffieri
- Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Victoria, Australia.,Ophthalmology, Department of Surgery, University of Melbourne, Melbourne, Victoria, Australia
| | - Angela Wadham
- National Institute for Health Innovation, School of Population Health, The University of Auckland, Auckland, New Zealand
| | - Natalie Walker
- National Institute for Health Innovation, School of Population Health, The University of Auckland, Auckland, New Zealand
| | - Benjamin Thompson
- School of Optometry and Vision Science, The University of Auckland, Auckland, New Zealand.,School of Optometry and Vision Science, University of Waterloo, Waterloo, Ontario, Canada
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Cognitive processing of orientation discrimination in anisometropic amblyopia. PLoS One 2017; 12:e0186221. [PMID: 29023501 PMCID: PMC5638445 DOI: 10.1371/journal.pone.0186221] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2016] [Accepted: 09/27/2017] [Indexed: 02/05/2023] Open
Abstract
Cognition is very important in our daily life. However, amblyopia has abnormal visual cognition. Physiological changes of the brain during processes of cognition could be reflected with ERPs. So the purpose of this study was to investigate the speed and the capacity of resource allocation in visual cognitive processing in orientation discrimination task during monocular and binocular viewing conditions of amblyopia and normal control as well as the corresponding eyes of the two groups with ERPs. We also sought to investigate whether the speed and the capacity of resource allocation in visual cognitive processing vary with target stimuli at different spatial frequencies (3, 6 and 9 cpd) in amblyopia and normal control as well as between the corresponding eyes of the two groups. Fifteen mild to moderate anisometropic amblyopes and ten normal controls were recruited. Three-stimulus oddball paradigms of three different spatial frequency orientation discrimination tasks were used in monocular and binocular conditions in amblyopes and normal controls to elicit event-related potentials (ERPs). Accuracy (ACC), reaction time (RT), the latency of novelty P300 and P3b, and the amplitude of novelty P300 and P3b were measured. Results showed that RT was longer in the amblyopic eye than in both eyes of amblyopia and non-dominant eye in control. Novelty P300 amplitude was largest in the amblyopic eye, followed by the fellow eye, and smallest in both eyes of amblyopia. Novelty P300 amplitude was larger in the amblyopic eye than non-dominant eye and was larger in fellow eye than dominant eye. P3b latency was longer in the amblyopic eye than in the fellow eye, both eyes of amblyopia and non-dominant eye of control. P3b latency was not associated with RT in amblyopia. Neural responses of the amblyopic eye are abnormal at the middle and late stages of cognitive processing, indicating that the amblyopic eye needs to spend more time or integrate more resources to process the same visual task. Fellow eye and both eyes in amblyopia are slightly different from the dominant eye and both eyes in normal control at the middle and late stages of cognitive processing. Meanwhile, abnormal extents of amblyopic eye do not vary with three different spatial frequencies used in our study.
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Abstract
PURPOSE OF REVIEW To review the literature up to recent for the use of videos, videogames and dichoptic stimulation as a treatment for amblyopia. RECENT FINDINGS There have been three strategies explored. The first is to use videos and videogames monocularly with the normal eye covered. The second is dichoptic stimulation with a common background presented to both eyes and an enriched foreground to the amblyopic eye. The third are games specifically designed to generate stereopsis. Most work has focused on the second of these approaches but both of the first two approaches seem to give a similar improvement of 0.1-0.2 logMAR. One large randomized control trial (RCT) has published showing that dichoptic stimulation is not inferior to patching but no evidence that it was superior. It also showed that video games have their own compliance problems and a second smaller RCT did suggest that videogames, with a game designed by a gaming company, was superior. Most of the work done has had methodological issues and should be considered exploratory rather than definitive. SUMMARY Dichoptic stimulation is a viable treatment option for the treatment of amblyopia. The first trial results have shown results that are not superior to patching but they are not without methodological issues. There is sufficient encouragement to justify further research in this area.
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Abstract
PURPOSE OF REVIEW This review article is an update on the current treatments for amblyopia. In particular, the authors focus on the concepts of brain plasticity and their implications for novel treatment strategies for both children and adults affected by amblyopia. RECENT FINDINGS A variety of strategies has been developed to treat amblyopia in children and adults. New evidence on the pathogenesis of amblyopia has been obtained both in animal models and in clinical trials. Mainly, these studies have challenged the classical concept that amblyopia becomes untreatable after the 'end' of the sensitive or critical period of visual development, because of a lack of sufficient plasticity in the adult brain. SUMMARY New treatments for amblyopia in children and adults are desirable and should be encouraged. However, further studies should be completed before such therapies are widely accepted into clinical practice.
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Wang Y, Wu W, Zhang X, Hu X, Li Y, Lou S, Ma X, An X, Liu H, Peng J, Ma D, Zhou Y, Yang Y. A Mouse Model of Visual Perceptual Learning Reveals Alterations in Neuronal Coding and Dendritic Spine Density in the Visual Cortex. Front Behav Neurosci 2016; 10:42. [PMID: 27014004 PMCID: PMC4785181 DOI: 10.3389/fnbeh.2016.00042] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/04/2015] [Accepted: 02/22/2016] [Indexed: 11/13/2022] Open
Abstract
Visual perceptual learning (VPL) can improve spatial vision in normally sighted and visually impaired individuals. Although previous studies of humans and large animals have explored the neural basis of VPL, elucidation of the underlying cellular and molecular mechanisms remains a challenge. Owing to the advantages of molecular genetic and optogenetic manipulations, the mouse is a promising model for providing a mechanistic understanding of VPL. Here, we thoroughly evaluated the effects and properties of VPL on spatial vision in C57BL/6J mice using a two-alternative, forced-choice visual water task. Briefly, the mice underwent prolonged training at near the individual threshold of contrast or spatial frequency (SF) for pattern discrimination or visual detection for 35 consecutive days. Following training, the contrast-threshold trained mice showed an 87% improvement in contrast sensitivity (CS) and a 55% gain in visual acuity (VA). Similarly, the SF-threshold trained mice exhibited comparable and long-lasting improvements in VA and significant gains in CS over a wide range of SFs. Furthermore, learning largely transferred across eyes and stimulus orientations. Interestingly, learning could transfer from a pattern discrimination task to a visual detection task, but not vice versa. We validated that this VPL fully restored VA in adult amblyopic mice and old mice. Taken together, these data indicate that mice, as a species, exhibit reliable VPL. Intrinsic signal optical imaging revealed that mice with perceptual training had higher cut-off SFs in primary visual cortex (V1) than those without perceptual training. Moreover, perceptual training induced an increase in the dendritic spine density in layer 2/3 pyramidal neurons of V1. These results indicated functional and structural alterations in V1 during VPL. Overall, our VPL mouse model will provide a platform for investigating the neurobiological basis of VPL.
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Affiliation(s)
- Yan Wang
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Wei Wu
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Xian Zhang
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Xu Hu
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Yue Li
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Shihao Lou
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Xiao Ma
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Xu An
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Hui Liu
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Jing Peng
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Danyi Ma
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Yifeng Zhou
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
| | - Yupeng Yang
- Chinese Academy of Sciences Key Laboratory of Brain Function and Diseases, School of Life Sciences, University of Science and Technology of China Hefei, China
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Campana G, Maniglia M. Editorial: Improving visual deficits with perceptual learning. Front Psychol 2015; 6:491. [PMID: 25954239 PMCID: PMC4404727 DOI: 10.3389/fpsyg.2015.00491] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/18/2015] [Accepted: 04/06/2015] [Indexed: 11/13/2022] Open
Affiliation(s)
- Gianluca Campana
- Department of General Psychology, University of Padova Padova, Italy ; Human Inspired Technologies Research Centre - HIT, University of Padova Padova, Italy
| | - Marcello Maniglia
- Centre de Recherche Cerveau et Cognition, Université de Toulouse-UPS Toulouse, France ; Centre National de la Recherche Scientifique Toulouse, France
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Vedamurthy I, Nahum M, Huang SJ, Zheng F, Bayliss J, Bavelier D, Levi DM. A dichoptic custom-made action video game as a treatment for adult amblyopia. Vision Res 2015; 114:173-87. [PMID: 25917239 DOI: 10.1016/j.visres.2015.04.008] [Citation(s) in RCA: 110] [Impact Index Per Article: 12.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/12/2014] [Revised: 04/09/2015] [Accepted: 04/10/2015] [Indexed: 11/28/2022]
Abstract
Previous studies have employed different experimental approaches to enhance visual function in adults with amblyopia including perceptual learning, videogame play, and dichoptic training. Here, we evaluated the efficacy of a novel dichoptic action videogame combining all three approaches. This experimental intervention was compared to a conventional, yet unstudied method of supervised occlusion while watching movies. Adults with unilateral amblyopia were assigned to either play the dichoptic action game (n=23; 'game' group), or to watch movies monocularly while the fellow eye was patched (n=15; 'movies' group) for a total of 40hours. Following training, visual acuity (VA) improved on average by ≈0.14logMAR (≈28%) in the game group, with improvements noted in both anisometropic and strabismic patients. This improvement is similar to that obtained following perceptual learning, video game play or dichoptic training. Surprisingly, patients with anisometropic amblyopia in the movies group showed similar improvement, revealing a greater impact of supervised occlusion in adults than typically thought. Stereoacuity, reading speed, and contrast sensitivity improved more for game group participants compared with movies group participants. Most improvements were largely retained following a 2-month no-contact period. This novel video game, which combines action gaming, perceptual learning and dichoptic presentation, results in VA improvements equivalent to those previously documented with each of these techniques alone. Our game intervention led to greater improvement than control training in a variety of visual functions, thus suggesting that this approach has promise for the treatment of adult amblyopia.
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Affiliation(s)
- Indu Vedamurthy
- Department of Brain & Cognitive Sciences, University of Rochester, Rochester, NY 14627-0268, USA
| | - Mor Nahum
- School of Optometry, Graduate Group in Vision Science and Helen Wills Neuroscience Institute, University of California, Berkeley, Berkeley, CA 94720-2020, USA; Posit Science Corporation, San Francisco, CA 94108, USA
| | - Samuel J Huang
- Department of Brain & Cognitive Sciences, University of Rochester, Rochester, NY 14627-0268, USA
| | - Frank Zheng
- School of Optometry, Graduate Group in Vision Science and Helen Wills Neuroscience Institute, University of California, Berkeley, Berkeley, CA 94720-2020, USA
| | - Jessica Bayliss
- School of Interactive Games and Media, Rochester Institute of Technology, Rochester, NY 14623, USA
| | - Daphne Bavelier
- Department of Brain & Cognitive Sciences, University of Rochester, Rochester, NY 14627-0268, USA; Faculty of Psychology and Education Sciences, University of Geneva, Switzerland
| | - Dennis M Levi
- School of Optometry, Graduate Group in Vision Science and Helen Wills Neuroscience Institute, University of California, Berkeley, Berkeley, CA 94720-2020, USA.
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