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1.
PLoS One ; 19(6): e0305401, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38917142

RESUMEN

PURPOSE: The aim of this pilot study was to determine whether viewing an immersive 3D movie with large disparities in a cinema resulted in improved visual acuity (VA), stereoscopic depth perception (ST), and improved eye alignment in residual amblyopic children and children without amblyopia. METHODS: A total of 24 children aged between 5 and 12 years with a history of anisometropic and/or strabismic amblyopia, that had been previously treated and who currently have residual amblyopia (N = 14), and in children with typical development without amblyopia (N = 10) viewed the movie in 3D Sing 2 in a cinema for 110 minutes. Visual acuity, stereoacuity and ocular deviation were assessed before viewing the movie, and three months later. Stereoacuity and ocular deviation were also measured immediately after viewing the movie. RESULTS: We observed an improvement in visual acuity in the non-dominant (amblyopic) eye 3 months after viewing the movie in the amblyopic group (P<0.001). Stereopsis improved immediately after viewing the movie (P = 0.02), and after 3 months by ≈ 40% (P = 0.01). Moreover, improvements in stereopsis were also observed in children without amblyopia (P = 0.04). No significant changes in ocular deviation were observed in either group. CONCLUSIONS: These pilot results suggest that brief exposure to large disparities by viewing a 3D movie in a cinema can help to improve stereopsis and visual acuity in children aged 5‒12 years with previously treated amblyopia, and provide a rationale for a randomized clinical trial.


Asunto(s)
Ambliopía , Percepción de Profundidad , Películas Cinematográficas , Agudeza Visual , Humanos , Ambliopía/fisiopatología , Ambliopía/terapia , Niño , Proyectos Piloto , Agudeza Visual/fisiología , Femenino , Masculino , Preescolar , Percepción de Profundidad/fisiología
2.
Perception ; 53(7): 437-449, 2024 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-38646722

RESUMEN

Dynamic visual acuity (DVA) is considered an essential component for studying the visual function, especially in challenging environments like team sports. Beyond frequent comparative studies, much information is still lacking about the mechanisms underlying DVA and possible differences in stimulus presentation. It is crucial to understand the performance of DVA under different conditions of contrast and trajectories to achieve more specific data and better ecological validity of measurements. Fifty-five top professional male Spanish athletes, including 23 soccer, 14 basketball, and 18 water polo players were selected. Static visual acuity (SVA) was evaluated at 5 m. DVA was determined at 2 m under combined conditions of velocity (52°/s), three trajectories (horizontal, diagonal 45° and 135°) and two contrasts (99.7% and 13%). Significant differences in most DVA conditions measurements show that the best scores correspond to horizontal, over diagonal trajectories, and high contrast. The correlation between SVA and DVA showed a different relationship depending on the contrast conditions. Professional soccer, basketball, and water polo players have similar characteristics with reference to all the DVA evaluated conditions.


Asunto(s)
Baloncesto , Deportes de Equipo , Agudeza Visual , Humanos , Masculino , Agudeza Visual/fisiología , Adulto Joven , Baloncesto/fisiología , Adulto , Fútbol/fisiología , Sensibilidad de Contraste/fisiología , Rendimiento Atlético/fisiología , Atletas , Deportes Acuáticos/fisiología , Percepción de Movimiento/fisiología
3.
Optom Vis Sci ; 100(7): 444-450, 2023 Jul 01.
Artículo en Inglés | MEDLINE | ID: mdl-37200214

RESUMEN

SIGNIFICANCE: This study investigated the dynamic visual acuity (DVA) in young adults who play action video games regularly compared with nonaction video game players and those without regular experience in video game play. The results indicate better performance in some measurements of DVA in action video game players. PURPOSE: This study aimed to provide new insights into performance on DVA assessments in young adults who play action video games regularly. METHODS: A cross-sectional study was conducted between action video game and nonaction video game players with 47 participants ranging in age from 20 to 30 years. Dynamic visual acuity with two different angular velocities, 57 and 28.5°/s, and three different contrasts, 100, 50, and 10%, were evaluated. A second analysis with 33 participants compared DVA between action video game players and nonexperienced video game players or those spending less than 1 h/wk in gaming. RESULTS: Dynamic visual acuity in the first analysis revealed a nonstatistical significance between groups in all the experimental conditions with 57 and 28.5°/s in three different contrasts. The second analysis with 33 participants revealed a statistical significance in DVA at 57 and 28.5°/s with contrast at 100% ( P = .003 and P < .001, respectively). CONCLUSIONS: Dynamic visual acuity seems to have better performance in young adults spending more than 5 h/wk with action video games, mostly first-person shooter games.

4.
Percept Mot Skills ; 129(3): 731-746, 2022 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-35084253

RESUMEN

Electronic sports (e-sports) have recently emerged to become a rapidly growing form of videogame competition, requiring gamers to spend many hours in front of a visual display. The nature of this new modality raises important considerations for ocular health, and visual and perceptual functioning, compared to traditional sports. In general, sports performance has been associated with open spaces, gross motor movement, and balance, while electronic sports require visual and attentional stamina at near distances with fine motor control. From an optometric viewpoint, visual perception is specific to both the sports modality and the environment where sports take place. In this topical review, we consider e-sport optometric factors such as screen time and digital eyestrain, visual skill demands, and perceptual cognitive skills such as visual attention. We compare training considerations for traditional sports and training in gaming platforms, with recommendations for future research in this growing modality. The goal of this review is to raise awareness of the various elements to consider when providing vision care to e-sport participants.


Asunto(s)
Rendimiento Atlético , Percepción Visual , Humanos , Visión Ocular
6.
Res Q Exerc Sport ; 82(4): 644-51, 2011 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-22276406

RESUMEN

In this study, we examined differences in dynamic visual acuity between elite and subelite water polo players and sedentary students. To measure dynamic visual acuity binocularly, we asked participants to indicate the orientation of a broken ring, similar to the Landolt C, which increased in size as it moved across a computer screen. Two different speeds, three possible trajectories, and two different levels of contrast were evaluated. There were statistically significant differences between elite players and sedentary students for each combination of speed, contrast, and trajectory. Elite players achieved better dynamic visual acuity scores, and results also improved for some combinations of speed, contrast, and trajectory. Comparison between elite and subelite groups failed to reveal any


Asunto(s)
Rendimiento Atlético , Natación/fisiología , Agudeza Visual , Análisis de Varianza , Femenino , Humanos , Masculino , Percepción de Movimiento/fisiología , Tiempo de Reacción , Conducta Sedentaria , Adulto Joven
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