includes an image and video viewer that is able to
send two different images to both eyes. This activ-
ity, although it is passive, since it does not require any
action by the child, could be performed for prolonged
time and would allow to exercise the lazy eye while
performing activities, like watching movies, likely to
be appealing for children.
Video Games and Exercises. While patching is a
passive method, other treatments which require some
activity on the part of the patients are classified as ac-
tive. Active methods are intended to enhance treat-
ment of amblyopia in a number of ways, including
increased compliance and attention during the treat-
ment periods (due to activities that are interesting for
the patient) and the use of stimuli designed to activate
and to encourage connectivity between certain corti-
cal cell types.
The most advanced and active use of 3D4AMB is
the active playing with interactive games or exercises,
which will stream binocular images. It is well known
that video games can be very useful for visual reha-
bilitation (Achtman et al., 2008). In this settings, the
child plays with a special video game which sends to
the lazy eye all the details while the normal eye will
see only a part of the game scene. To successfully
complete the game the patient must use the informa-
tion shown to the lazy eye (and fuse it with that shown
to the normal eye). In this way, the amblyotic eye
is more stimulated and the fusion encouraged. The
game application can continuously monitor the suc-
cess rate of the game in order to adjust the difficulty
based on the real capability of the player.
We have developed a small space invaders games
shown in Figure 4 in which the entire scene is pre-
sented to the lazy eye, while the normal eye does
not see the spacecraft (red in the Figure) and the
shots (yellow in the Figure). The player must hit the
invaders (green in the Figure) firing some shots by
pressing the space bar on the keyboard (or a fire but-
ton of a joystick). Some parts of the background (in
yellow in the Figure) are shown to both eyes to facili-
tate fusion.
(a) Normal Eye. (b) Lazy Eye.
Figure 4: Space Invaders Game.
2.2 Software Architecture
The 3D4AMB software is based on several compo-
nents which facilitate the development of new ap-
plications. The system works only (up to now)
on a PC with Microsoft Windows
R
Vista 32/64-bit
or Windows 7 32/64-bit Operative systems with the
NVIDIA 3D Vision drivers and with Sun Microsys-
tems Java Runtime Environment. It is based on the
Java OpenGL (JOGL) which is a wrapper library that
allows OpenGL to be used in the Java programming
language. It is currently an independent open-source
project under the BSD license and on Jadis (Java Ad-
vanced Display Infrastracture for Stereo) which pro-
vides a common interface for displaying Swing GUI
components in stereo.
3 CONCLUSIONS
In this paper we have presented a system, 3D4AMB,
for the diagnosis and treatment of amblyopia in young
children which is based on 3D vision technologies.
The 3D vision is exploited to allow the binocular vi-
sion, i.e. to send different images to the normal and
the lazy eye, in order to exercise and stimulate the lazy
eye and the brain to fuse the images in an unique view.
We have presented several use cases supported by
prototypes we have developed using Java and JOGL
technologies for stereo viewing. The system has been
devised with the goal to improve compliance with
the treatment. It should not suffer from the non-
compliance problems of the classical patching treat-
ment. The children should enjoy the domestic use of
3D4AMB games and exercises, allowing prolonged
therapy and the system promise to be inexpensive
enough to foster its usage.
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