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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT04691427
Other study ID # OMT-01
Secondary ID
Status Recruiting
Phase Early Phase 1
First received
Last updated
Start date October 14, 2021
Est. completion date September 2024

Study information

Verified date April 2024
Source OculoMotor Technologies
Contact Chang Yaramothu, PhD
Phone 9735585456
Email cto@omtvr.com
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The purpose of this research study is to see how well the treatment of a participant's eye coordination and/or focusing problems improves eye muscle responses and symptoms of eyestrain. We will use an entertainment device called a virtual reality headset to play a custom-designed video game to find out how well the treatment of binocular vision improves a participant's coordination and/or focusing problem. The virtual reality headset uses eye-trackers to monitor progress in a totally objective manner. Objective testing allows the doctor to determine the results without relying on a participant's ability to answer questions or respond verbally in any way. We will compare the results of a participant before and after playing the video game.


Recruitment information / eligibility

Status Recruiting
Enrollment 50
Est. completion date September 2024
Est. primary completion date August 28, 2024
Accepts healthy volunteers No
Gender All
Age group 9 Years to 35 Years
Eligibility Inclusion Criteria: - Age 9 years and older - CISS score = 16 - Best-corrected distance visual acuity of 20/25 or better in each eye - Random dot stereopsis appreciation of 500 seconds of arc or better - Parent or subject understands the protocol and is willing to enroll in the study Exclusion Criteria: - Constant strabismus at distance or near - Vertical heterophoria = 2 ? at distance or near - = 2 line interocular difference in best-corrected visual acuity - Near point of accommodation > 20 cm in either eye as measured by push-up method - Manifest or latent nystagmus - Non-strabismic binocular vision and accommodative disorders associated with known disease of the brain - Diseases known to affect accommodation, vergence, or ocular motility such as multiple sclerosis, Graves orbitopathy, myasthenia gravis, diabetes mellitus, Parkinson disease - Any ocular or systemic medication known to affect accommodation or vergence such as anti-anxiety agents (e.g., Librium or Valium), anti-arrhythmic agents (e.g., Cifenline, Cibenzoline), anti-cholinergics, bladder spasmolytic drugs (e.g., Propiverine), hydroxychloroquine, chloroquine, phenothiazines (e.g., Compazine, Mellaril, Thorazine), tricyclic antidepressants (e.g., Elavil, Nortriptyline, Tofranil) - Inability to comprehend and/or perform any study-related test or procedure

Study Design


Related Conditions & MeSH terms


Intervention

Device:
Virtual Eye Rotation Vision Exercises (VERVE)
A video game designed with elements of vision therapy will be delivered to participants utilizing consumer-available virtual reality headsets (VIVE Pro Eye).

Locations

Country Name City State
United States OculoMotor Technologies Newark New Jersey
United States The Eye Institute at Salus University Philadelphia Pennsylvania

Sponsors (3)

Lead Sponsor Collaborator
OculoMotor Technologies New Jersey Institute of Technology, Salus University

Country where clinical trial is conducted

United States, 

Outcome

Type Measure Description Time frame Safety issue
Primary Positive Fusional Vergence Normal range is >15 Prism Diopters up to 4 weeks post-therapy
Primary Near Point of Convergence Normal range is < 6 cm up to 4 weeks post-therapy
Secondary Convergence Insufficiency Symptom Survey (CISS) Normal range is < 21 for adults and < 16 for pediatrics up to 4 weeks post-therapy
Secondary Vision Quality of Life with Time Survey (VisQuaL-T) Normal range is > 2.5 up to 4 weeks post-therapy
Secondary Core Elements of Gaming Experience Questionnaire User experience rating up to 4 weeks post-therapy
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