IECON 2019 - 45th Annual Conference of the IEEE Industrial Electronics Society 2019
DOI: 10.1109/iecon.2019.8927143
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Video Game and Fuzzy Logic to Improve Amblyopia and Convergence Insufficiency

Abstract: Intuitive learning of visual tasks appears to be an assuring exercise for Amblyopia and Convergence Insufficiency (CI) improvement. Amblyopia is a developmental dysfunction of vision identified by poor monocular visual acuity whereas CI is a common binocular/two-eyed vision disorder in which the eyes do not operate near efficiently. This study proposed the development of virtual reality (VR) video game platform, guided through Fuzzy Logic, targeting casualties with amblyopia and CI condition. The game enables … Show more

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Cited by 4 publications
(2 citation statements)
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“…HTC Vive was used by Hurd et al, 53 Martín et al, 68 Mehringer et al, 78 Lin & Chou 57 and Panfili et al, 65 while HTC Vive Pro Eye was used by Yeh et al 77 Although the HTC Vive series headsets were wire-connected, they provided high-resolution images while eye tracking functions were found with the Pro Eye model. FOVE was used by Esfahlani et al, 52 Miao et al, 76 and Chung et al 90 It provided eye tracking functions with a wireless google. Meanwhile, development of smartphone applications with VR viewers were common approaches, and were also used in 16 research studies (16/48, 33.33%).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…HTC Vive was used by Hurd et al, 53 Martín et al, 68 Mehringer et al, 78 Lin & Chou 57 and Panfili et al, 65 while HTC Vive Pro Eye was used by Yeh et al 77 Although the HTC Vive series headsets were wire-connected, they provided high-resolution images while eye tracking functions were found with the Pro Eye model. FOVE was used by Esfahlani et al, 52 Miao et al, 76 and Chung et al 90 It provided eye tracking functions with a wireless google. Meanwhile, development of smartphone applications with VR viewers were common approaches, and were also used in 16 research studies (16/48, 33.33%).…”
Section: Resultsmentioning
confidence: 99%
“…With a fully immersive VR system, game-based design was used in most studies while shooting games were commonly programed in the VR game design (20/48, 41.67%). Žiak et al, 16 Elias et al, 13 Esfahlani et al, 52 Hurd et al, 53 Kim and Oh, 62 Godinez et al, 48 Halička et al, 55 Khaleghi et al, 59 and Rajavi et al 50 developed VR shooting games with different scenarios for amblyopia, strabismus, and myopia studies. Other non-shooting games for amblyopia included photo hunt games, 51 escape room games, 63 response games, 71 , 72 and matching games.…”
Section: Resultsmentioning
confidence: 99%