Effectiveness of Virtual Reality Vision Therapy - VERVE
- 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
- 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
- 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
Group Intervention Description Active Virtual Reality-Based Vision Therapy Virtual 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
Name Time Method Positive Fusional Vergence up to 4 weeks post-therapy Normal range is \>15 Prism Diopters
Near Point of Convergence up to 4 weeks post-therapy Normal range is \< 6 cm
- Secondary Outcome Measures
Name Time Method 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 Questionnaire up 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