Credit: University of Rochester/Duje Tadin
|
A new study by vision
scientists at the University of Rochester and Vanderbilt University found that
children with poor vision see vast improvement in their peripheral vision after
only eight hours of training via kid-friendly video games. Most surprising to
the scientists was the range of visual gains the children made, and that the
gains were quickly acquired and stable when tested a year later.
"Children who have
profound visual deficits often expend a disproportionate amount of effort
trying to see straight ahead, and as a consequence they neglect their
peripheral vision," said Duje Tadin, associate professor of brain and
cognitive sciences at Rochester. "This is problematic because visual
periphery -- which plays a critical role in mobility and other key visual
functions -- is often less affected by visual impairments.
"
"We know that action
video games (AVG) can improve visual perception, so we isolated the AVG
components that we thought would have the strongest effect on perception and
devised a kid-friendly game that compels players to pay attention to the entire
visual field, not just where their vision is most impaired," said Tadin,
who is also a professor in the Center for Visual Science. "As a result,
we've seen up to 50 percent improvement in visual perception tasks."
Successful AVG players
distribute and switch their attention across a wide area, while at the same
time they remain vigilant for unexpected moving targets to appear, all while
ignoring irrelevant stimuli.
The researchers created a
training game with these specific task characteristics while eliminating other
components of AVGs, such as the demand for speeded hand-eye coordination, and
any violent or other non-child-friendly material.
Game Training
Twenty-four low-vision
youths from the Tennessee and Oklahoma Schools For The Blind participated in
the training experiment that appears in Scientific Reports. Pre-training
screening showed that while most children had central visual acuity worse than
the 20/200 legal blindness limit, they also underutilized their peripheral
vision.
According to the study's
lead author, Jeffrey Nyquist, founder and CEO of NeuroTrainer, the students'
issues with the periphery were in part attentional.
Nyquist and the team hypothesized
that training the students to pay more attention to their peripheral visual
field could have quick results.
"We didn't improve
the kids' hardware -- these children have profound physical problems with their
optics, muscles, and retina, and we can't fix that," said Nyquist.
"But we could improve their software by training their brain to reallocate
attentional resources to make better use of their periphery vision."
The students were divided
into 3 groups: a control group that played a Tetris-like game; a group that
played a kid-friendly commercially-available AVG, Ratchet & Clank; and a
group that used the training game devised by the researchers. All games were
played on a large projection screen to better involve visual periphery.
The game the researchers
developed has a dual-task component. Students tracked multiple moving objects
simultaneously while being on the lookout for another object that briefly
appears and requires a response from the player.
"The goal is to pay
attention to a number of objects over a large area, and to be prepared to react
to unexpected events in the even further periphery," explained Tadin.
"It forces the low-vision students to expand their visual field -- to
shift their attention to the neglected areas of the visual field."
After a total of eight
hours of training, groups who trained with the commercially-available AVG and
the custom dual-task game showed significant visual improvements.
Improvements were seen in
a range of visual tasks. The students were able to better perceive moving
objects (motion perception) in the far periphery, they were able to better
attend to visual crowding, such as identifying a specific letter within a field
of other letters, and they were much faster at finding objects in cluttered scenes
(visual search), like finding a stapler on a messy desk.
"We were surprised
by the range of improvements, and we were even more surprised when we tested a
few of the students a year later and found that the gains they made were
stable," said Nyquist. "Within just a few hours of training, they
were able to expand their usable visual field and visual search ability."
Nyquist notes that when
the researchers began their work with the students, it was to assess how they
maneuver around their environments. "But we quickly went from assessing to
thinking 'maybe we have something that can train them and improve their
real-life abilities,'" he said. "When we realized that the students
achieved up to 50 percent improvement in visual tasks, we were blown away."
Source: Science Daily
Brain-training research is still young, but studies suggest that some forms of brain training have positive effects on a child’s ability to learn his emotions. Read an informative article about NEUROFEEDBACK.
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