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Presented here is a protocol for the direct stimulation of stereoacuity, in which random-dot stereo images are used to enhance stereoscopic acuity in stereo-deficient subjects. Four preceding studies have evaluated the results of direct stimulation16,17,18,19. This latest protocol contributes additional features to the abovementioned interventional models.
The model of intervention proposed is intended for patients with a history of strabismic or anisometropic amblyopia, who have already received treatment (i.e., optical correction, occlusion, strabismus surgery, vision therapy) and achieved a best corrected visual acuity of at least 0.1 logMAR, but whose stereoacuity remains low (between 200"-800"). The goal of the protocol is to improve stereoacuity in cases like these.
Direct stimulation of stereopsis has already been shown to be effective in enhancing stereoacuity in stereo-deficient subjects16,17,18,19. However, for a stimulation system to be feasible, therapy must be performed in the patient's home to reach the 3,000-20,000 trials needed for learning to occur.
In the previously published study that validated this procedure and is summarized above, 11 subjects improved their stereoacuity20. However, five of the subjects experienced no increase in stereoacuity (Figure 3). This may be attributable to the presence of small-angle strabismus undetectable in a cover test. Read inferred that, since images from the left and right eyes should be located within Panum's area of fusion, normal stereoacuity should require alignment within 0.6 prism diopters28. Panum's fusional area is ±5-20 min of arc (0.1-0.6 prism diopter in the fovea), and it may be that alignment within this window is needed to support high-grade stereoscopic acuity29. A study conducted by Holmes et al. showed that a cover test failed to detect deviations below ±3 prism diopters; therefore, the presence of undetectable strabismus could compromise a patient's ability to acquire fine stereoacuity24.
Gamification has been used to enhance patient motivation and compliance. Moreover, the program stores data in the cloud after each session, making it possible for the practitioner to track a patient's activity remotely on a daily basis. Thanks to this feature, compliance results are excellent (88.36%) and comparable to those recorded in two earlier studies, in which amblyopic subjects received dichoptic stimulation treatment using an iPad at home10,11. They are also much better than the reported results of a PEDIG study under similar conditions, in which only 22.5% of the sample managed to complete over 75% of the treatment prescribed13. The compliance demonstrated here also exceeds that reported by studies that evaluated the effectiveness of occlusion treatment in amblyopia (70% compliance when 6 h of occlusion are prescribed, and 50% when 12 h are prescribed)30. A web application has the added advantage that parents are not required to keep a record of their child's compliance13. The optometrist's only duty is to access the server and check the data collected for each patient at the end of each session using the computerised stereoscopic game program.
During the training period, patients visit the optometry center (check-up visits), allowing the optometrist to stress the importance of user-to-screen distance. Optometrists also set the stimulation category (poor, coarse, moderate-fine) during these check-up visits. Perceptual learning theories predict that improvements are less likely if the patient does not work at his or her threshold (e.g., if the patient moves closer to the screen or works in an easier stimulation category). These findings were corroborated in the study carried out to validate this protocol20. User-to-screen distance is out of the software's control and is therefore the responsibility of the patient or patient's parents.
The decision to use a random-dot approach for the design of the computerized stereoscopic game may be critical. Stimulation through random-dot stereoscopic images is never inconsequential: even patients working below their threshold experience improvements. In a process of perceptual learning, repeated exposure to a random-dot stimulus alone will enhance binocular vision. The patient's task, and one that is particularly difficult for patients with a history of strabismus31, is to fuse the correlated random dots perceived by each eye12 without suppression. This enhances their ability to distinguish the correlated dots (signal) from those unable to be fused (noise). Training of this type may have improved the disparity detector response, given that the perceptual learning would have improved the fusional response and improved the patient's ability to detach the signal from noise32.
One of the risks of the perceptual learning approach is selectiveness. This method has demonstrated that random-dot stereogram training is not selective, because learning is transferred to medial lateral stereoacuity measured with a Wirt Circles test. Another finding that demonstrates the effectiveness of this treatment method is the stability of the results achieved. Different studies have examined whether improvements achieved in subjects with amblyopia as a result of perceptual learning training are stable16,17,19,33. This model has demonstrated the stability of the improvements measured with a random-dot stereoacuity test at a 6 month follow-up visit.
Several limitations have been detected. The software design requires the stimulation category to be set manually, when this process should ideally be automatic according to the patient's evolution. The pass level condition implemented could be improved by considering the possibility of moving the patient back to a coarse stereoacuity setting if the patient fails to pass a level on several consecutive occasions. In any case, a staircase procedure is discarded, because one of the goals of gamification is to improve patient motivation through game mechanics. The patient should experience the sensation of progress and success, regardless of whether their clinical condition is improving or deteriorating. This is achieved by concealing easier trials within the game flow (though not with a standard staircase procedure, whose goal is to quickly and accurately determine the threshold limit, at which performance is 50%). Another improvement is to monitor the patient's distance from the screen automatically. However, we are not aware of a solution that does not involve the use of special hardware, though it may be worth testing custom-built webcam head-tracking software.
Other limitations are due to the study design and include the following: (1) the majority of subjects had a history of strabismus (the sample of subjects with a history of anisometropic amblyopia was too small); (2) the age range was restricted to 7-14 years; and (3) the stereoacuity range was between 800"-200". In future studies, it would be interesting to verify the therapeutic effect on anisometropic amblyopia and coarser stereoacuity and in older subjects.