Supporting School Aged Children to Train Their Vision by Using Serious Games
<p>An exercise requiring papers (the child holds it) and pictures (in the hand of a VT) to examine distance eye dominance.</p> "> Figure 2
<p>Different tools and software programs supporting vision screening: (<b>a</b>) Snellen chart [<a href="#B43-computers-10-00053" class="html-bibr">43</a>] used for traditional vision screening; (<b>b</b>) Ezer (<a href="http://usophthalmic.com/Ezer-ERK-9100-Autorefractor-Keratometer" target="_blank">http://usophthalmic.com/Ezer-ERK-9100-Autorefractor-Keratometer</a> (accessed on 14 April 2021)) autorefractor is an instrumental device used for measuring refractive error; (<b>c</b>) C&Look [<a href="#B44-computers-10-00053" class="html-bibr">44</a>] is an ET based computer software for screening OMD.</p> "> Figure 3
<p>The video follows the frog’s graphical representation on the screen superimposed by the representation of the eye gaze from the left and right eyes. The movement of the frog was from up to down (and from left to right). The two lines in the bottom show (problems with) smooth pursuit movements after 11–12 s.</p> "> Figure 4
<p>ET-based OMD examination program (via C&Look [<a href="#B48-computers-10-00053" class="html-bibr">48</a>]) showing saccadic movements with left eye (vibrating) problems. The green line illustrates the “normal” area.</p> "> Figure 5
<p>Screenshots from the games: (<b>a</b>) Compare words, with the number of correct choices in the top left corner; (<b>b</b>) Maze; (<b>c</b>) Save the rocket; (<b>d</b>) Find the outstanding object; (<b>e</b>) Follow the ball; (<b>f</b>) Which one is missing?</p> ">
Abstract
:1. Introduction
2. Literature Background
2.1. OMD as a Vision Impairment That Can Be Supported with Vision Training
2.2. The Role of Eye-Trackers in Vision Screening and Training
2.3. Serious Games and Other Technologies Supporting Vision Problems
3. Study Design
3.1. Methodology
- Step 1.
- Determining which training can be supported by technologies and how (called pre-study or context study by Rohde et al. [14]). This means finding necessary information about the current vision training (defining the main requirements for the physical vision training today) and which activities can or need to be supported.
- Step 2.
- Finding appropriate prototypes for this support (called working on the artefact by Rohde et al. [14]). This means suggesting changes for practice (through finding and suggesting design solutions for SGs) and improving these (in laboratory settings).
- Step 3.
- Feasibility study—the examination of the appropriateness of the prototypes for actual practices (the part working with the artefact towards building the knowledge based by Rohde et al. [14]). This means esting the prototypes and determining needs and possibilities for the practice in the field. This last part includes a user experience evaluation [15].
3.2. Materials
4. Results
4.1. How Can Children with OMD Train Their Eyes Eoday? (Step 1)
4.2. Finding, Designing, Developing, and Adjusting Games (Step 2)
4.2.1. Earlier Programs Influencing This Study
- high screen contrasts,
- usable for color-blind people,
- possible to control object speed by eyes, and
- possible to change the background color(s).
- the possibility to use on-screen documents
- have challenging and adjustable-sized images for different vision impairements
- that both video and audio should be supported (important for reading)
- that both 2D and 3D graphics should be supported.
4.2.2. Games Triggering Desired Eye Movements
4.2.3. The Games
Game 1: Compare Words
Game 2: Maze
Game 3: Save the Rocket
Game 4: Find the Outstanding Object
Game 5: Follow the Ball
Game 6: Which One is Missing?
4.2.4. Connecting the Games to Necessary Eye Movements
4.3. Evaluating the Feasibility of SG Prototypes for Vision Training (Step 3)
4.3.1. Results from the User Experience Questionnaire (UEQ)
- attractiveness
- via enjoyable, good, pleasing, pleasant, attractive, and friendly.
- design quality
- via stimulation, valuable, exiting, interesting, motivating,
- via novelty, creative, inventive, leading-edge, innovative.
- use quality
- via efficiency, fast, efficient, practical, organized,
- via perspicuity, understandable, easy to learn, easy, clear,
- via dependability, predictable, supportive, secure, meets expectations.
4.3.2. Answers after Semistructured Interviews
Opinions on Using Games to Support Vision Training
General Usability
Overall Experiences of Possible Use and Improvements of the Game
Overall Experiences of the Games
5. Discussion and Future Work
5.1. Understanding the Whole Process via Interventions and Rehabilitation
5.2. Supporting Technologies: Understand What to Complement and How
5.3. Enablers (for Using Technologies)—Are Not Necessarily the Users
5.4. Possibilities for Developing Future Games
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Challenge | Ocular Motor Activities | Exercises |
---|---|---|
Field of view | Saccades Visual attention Regression | Horizontal movements Vertical movements Diagonal movements Circular movements |
Visual acuity | Fixations Endurance Saccades Mini saccades | Searching/scanning Find objects in a crowd Horizontal movements Vertical movements Diagonal movements Circular movements Smooth pursuit Find pairs/similarities Trace the eyes through a labyrint |
Stereopsis | Accommodations Convergence Double vision | Movements and flashes at a distance—different depths Objects that varies in size |
Eye-hand coordination | Use the mouse or keyboard-based on events on the screen, and vice versa. |
Challenge | Ocular Motor Activities | Exercises | Game No |
---|---|---|---|
Field of view | Saccades Visual attention Regression | Horizontal movements | 1, 2, 3, 4, 6 |
Vertical movements | 2, 3, 4, 6 | ||
Diagonal movements | 2, 3, 4, 6 | ||
Circular movements | 3, 4 | ||
Visual acuity | Fixations Endurance Saccades Mini saccades | Searching/scanning | 4, 6 |
Find objects in a crowd | 4 | ||
Horizontal movements | 1, 2, 3, 4, 6 | ||
Vertical movements | 2, 3, 4, 6 | ||
Diagonal movements | 2, 3, 4, 6 | ||
Circular movements | 3, 4 | ||
Smooth pursuit | 5 | ||
Find pairs/similarities | 1 | ||
Labyrinths point to point | 2 | ||
Stereopsis | Accommodations Convergence Double vision | Movements and flashes at a distance—different depths | None |
Objects that varies in size | |||
Eye-hand coordination | Use the mouse or keyboard-based on events on the screen, and vice versa. | 1, 6 |
1 | 2 | 3 | 4 | 5 | 6 | 7 | Mean | ||
---|---|---|---|---|---|---|---|---|---|
annoying | ○ | ○ | ○ | ○ | ● | ○ | ○ | enjoyable | 5.25 |
not understandable | ○ | ○ | ○ | ● | ○ | ○ | ○ | understandable | 3.75 |
dull | ○ | ○ | ○ | ● | ○ | ○ | ○ | creative | 4 |
difficult to learn | ○ | ○ | ○ | ● | ○ | ○ | ○ | easy to learn | 4.5 |
inferior | ○ | ○ | ○ | ○ | ● | ○ | ○ | valuable | 5.34 |
boring | ○ | ○ | ○ | ○ | ○ | ● | ○ | exciting | 5.5 |
not interesting | ○ | ○ | ○ | ○ | ● | ○ | ○ | interesting | 5.25 |
unpredictable | ○ | ○ | ○ | ○ | ● | ○ | ○ | predictable | 4.75 |
fast | ○ | ○ | ○ | ● | ○ | ○ | ○ | slow | 3.5 |
inventive | ○ | ○ | ○ | ● | ○ | ○ | ○ | conventional | 4 |
obstructive | ○ | ○ | ○ | ○ | ○ | ● | ○ | supportive | 5.5 |
bad | ○ | ○ | ○ | ○ | ○ | ● | ○ | good | 5.75 |
complicated | ○ | ○ | ○ | ● | ○ | ○ | ○ | easy | 4.25 |
unlikable | ○ | ○ | ○ | ○ | ● | ○ | ○ | pleasing | 5.25 |
usual | ○ | ○ | ○ | ● | ○ | ○ | ○ | leading-edge | 4 |
unpleasant | ○ | ○ | ○ | ○ | ○ | ● | ○ | pleasant | 6.75 |
not secure | ○ | ○ | ○ | ○ | ○ | ● | ○ | secure | 6 |
demotivating | ○ | ○ | ○ | ○ | ● | ○ | ○ | motivating | 5.5 |
does not meet expectations | ○ | ○ | ○ | ○ | ● | ○ | ○ | meets expectations | 5.25 |
inefficient | ○ | ○ | ○ | ○ | ○ | ● | ○ | efficient | 5.75 |
confusing | ○ | ○ | ○ | ● | ○ | ○ | ○ | clear | 4 |
impractical | ○ | ○ | ○ | ○ | ○ | ● | ○ | practical | 5.75 |
cluttered | ○ | ○ | ○ | ○ | ○ | ● | ○ | organized | 5.75 |
unattractive | ○ | ○ | ○ | ○ | ○ | ● | ○ | attractive | 5.75 |
unfriendly | ○ | ○ | ○ | ○ | ○ | ● | ○ | friendly | 5.75 |
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Heldal, I.; Helgesen, C.; Ali, Q.; Patel, D.; Geitung, A.B.; Pettersen, H. Supporting School Aged Children to Train Their Vision by Using Serious Games. Computers 2021, 10, 53. https://doi.org/10.3390/computers10040053
Heldal I, Helgesen C, Ali Q, Patel D, Geitung AB, Pettersen H. Supporting School Aged Children to Train Their Vision by Using Serious Games. Computers. 2021; 10(4):53. https://doi.org/10.3390/computers10040053
Chicago/Turabian StyleHeldal, Ilona, Carsten Helgesen, Qasim Ali, Daniel Patel, Atle Birger Geitung, and Håvard Pettersen. 2021. "Supporting School Aged Children to Train Their Vision by Using Serious Games" Computers 10, no. 4: 53. https://doi.org/10.3390/computers10040053
APA StyleHeldal, I., Helgesen, C., Ali, Q., Patel, D., Geitung, A. B., & Pettersen, H. (2021). Supporting School Aged Children to Train Their Vision by Using Serious Games. Computers, 10(4), 53. https://doi.org/10.3390/computers10040053