There's a tonne of articles appearing these days about warnings for young children who watch 3D movies or games, how many people can't see 3D, etc. Most of these refer to the umbrella condition called Amblyopia, which has various causes most of which are at least initially physical.
There is currently however no evidence that 3D gaming would worsen the condition. I would like to use this thread to compile some actual information on this topic.
I'll start it off with this one:
http://www.virart.nottingham.ac.uk/ibit/index.htm
Particularly, check out what they've done here:
http://www.virart.nottingham.ac.uk/ibit/Games.htm
The link to a more recent NHS page on this research gives a good overview:
I remembered reading about this some time ago in our newspaper's science section, so I'm glad I found this again. Ironically this research seems to have trouble finding sufficient funding and has no full-time researchers working on it. With 3D movies, games and handhelds coming up, you'd think that these kinds of projects would get more attention. Instead all the money is going towards lawyers setting up legal disclaimers ... lol.
There is currently however no evidence that 3D gaming would worsen the condition. I would like to use this thread to compile some actual information on this topic.
I'll start it off with this one:
http://www.virart.nottingham.ac.uk/ibit/index.htm
Particularly, check out what they've done here:
http://www.virart.nottingham.ac.uk/ibit/Games.htm
The link to a more recent NHS page on this research gives a good overview:
Improved performance:
Outstanding performance was demonstrated on the experimental system with 22 patients at this centre and a further 12 at another centre being treated. Increases in vision were rapid, sometimes following the first treatment. Most of the improvement occurred after 2 hours of treatment. Two hours is often the daily recommended amount of patching, which can be continued for several months. To date the children have had a 60% improvement in their vision. Traditional thinking within our profession is that vision cannot be improved in children over the age of 8 years. We have treated children older than this; one was over the age of 11 years.
Other data collected from the usability studies have enabled us to create an impressive manufactured system, which now looks like a piece of state of the art ophthalmic equipment, from a basic in-house produced system.
Reflecting diversity:
This system has been developed for use by children of differing ages and for future use by adults. Modifications to the game include automated and semi-automated 'play' mode to allow for diverse gaming skills of children. We also aimed to have a user-friendly clinician interface to enable ease of treatment mode selection.
Outstanding features:
This represents a novel innovative idea to treat amblyopia with both eyes open and using virtual reality (VR). Using both eyes open for amblyopia treatment and VR is something that has not been previously used. To treat amblyopia in a fun and interactive way for children and we have taken into consideration children's views when developing the prototype. We are also treated children who were thought to be too old for treatment. Energy has been required to keep this project going for 4 years, despite non-continuous funding and no member of the team has been able to work full time on the project. We are currently in a funding gap but hope our energy will enable us to apply for more money from appropriate grant bodies.
I remembered reading about this some time ago in our newspaper's science section, so I'm glad I found this again. Ironically this research seems to have trouble finding sufficient funding and has no full-time researchers working on it. With 3D movies, games and handhelds coming up, you'd think that these kinds of projects would get more attention. Instead all the money is going towards lawyers setting up legal disclaimers ... lol.