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Effectiveness of Virtual Reality Vision Therapy - VERVE

Early Phase 1
Recruiting
Conditions
Convergence Insufficiency
Interventions
Device: Virtual Eye Rotation Vision Exercises (VERVE)
Registration Number
NCT04691427
Lead Sponsor
OculoMotor Technologies
Brief Summary

The purpose of this research study is to see how well the treatment of a participant's eye coordination and/or focusing problems improves eye muscle responses and symptoms of eyestrain. We will use an entertainment device called a virtual reality headset to play a custom-designed video game to find out how well the treatment of binocular vision improves a participant's coordination and/or focusing problem. The virtual reality headset uses eye-trackers to monitor progress in a totally objective manner. Objective testing allows the doctor to determine the results without relying on a participant's ability to answer questions or respond verbally in any way. We will compare the results of a participant before and after playing the video game.

Detailed Description

Not available

Recruitment & Eligibility

Status
RECRUITING
Sex
All
Target Recruitment
50
Inclusion Criteria
  • Age 9 years and older
  • CISS score ≥ 16
  • Best-corrected distance visual acuity of 20/25 or better in each eye
  • Random dot stereopsis appreciation of 500 seconds of arc or better
  • Parent or subject understands the protocol and is willing to enroll in the study
Exclusion Criteria
  • Constant strabismus at distance or near
  • Vertical heterophoria ≥ 2 ∆ at distance or near
  • ≥ 2 line interocular difference in best-corrected visual acuity
  • Near point of accommodation > 20 cm in either eye as measured by push-up method
  • Manifest or latent nystagmus
  • Non-strabismic binocular vision and accommodative disorders associated with known disease of the brain
  • Diseases known to affect accommodation, vergence, or ocular motility such as multiple sclerosis, Graves orbitopathy, myasthenia gravis, diabetes mellitus, Parkinson disease
  • Any ocular or systemic medication known to affect accommodation or vergence such as anti-anxiety agents (e.g., Librium or Valium), anti-arrhythmic agents (e.g., Cifenline, Cibenzoline), anti-cholinergics, bladder spasmolytic drugs (e.g., Propiverine), hydroxychloroquine, chloroquine, phenothiazines (e.g., Compazine, Mellaril, Thorazine), tricyclic antidepressants (e.g., Elavil, Nortriptyline, Tofranil)
  • Inability to comprehend and/or perform any study-related test or procedure

Study & Design

Study Type
INTERVENTIONAL
Study Design
SINGLE_GROUP
Arm && Interventions
GroupInterventionDescription
Active Virtual Reality-Based Vision TherapyVirtual Eye Rotation Vision Exercises (VERVE)Virtual reality vision therapy where participants will be playing a custom-designed video game to act as a therapeutic intervention on a consumer-available virtual reality headset.
Primary Outcome Measures
NameTimeMethod
Positive Fusional Vergenceup to 4 weeks post-therapy

Normal range is \>15 Prism Diopters

Near Point of Convergenceup to 4 weeks post-therapy

Normal range is \< 6 cm

Secondary Outcome Measures
NameTimeMethod
Vision Quality of Life with Time Survey (VisQuaL-T)up to 4 weeks post-therapy

Normal range is \> 2.5

Convergence Insufficiency Symptom Survey (CISS)up to 4 weeks post-therapy

Normal range is \< 21 for adults and \< 16 for pediatrics

Core Elements of Gaming Experience Questionnaireup to 4 weeks post-therapy

User experience rating

Trial Locations

Locations (2)

The Eye Institute at Salus University

🇺🇸

Philadelphia, Pennsylvania, United States

OculoMotor Technologies

🇺🇸

Newark, New Jersey, United States

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