Date of Award
Spring 5-27-2018
Document Type
Undergraduate Honors Thesis
Degree Name
Bachelor of Arts in Behavioral Neuroscience
Department
Psychological Sciences
Advisor
Jena Hales
Advisor
Leanne Chukoskie
Abstract
Cerebral Palsy is a disorder that primarily affects motor control, but frequently impacts gaze behavior as well. Due to the primary therapeutic emphasis on motor symptoms, there is a dearth of therapies available for gaze behavior in Cerebral Palsy. Based on research suggesting that video games and Augmented Reality have been useful for improvement of gaze behavior and rehabilitation for other impaired individuals, this case study applies a set of therapeutic gaze-dependent Augmented Reality video games to an adolescent male with Spastic Diplegic Cerebral Palsy. The video games were determined to be a good fit for the participant by the specificity of their incorporated training principles targeting fixation and saccadic control.The participant underwent training using the video games in order to determine their effects on fixation and saccadic control, the results of which indicate practice-dependent improvements. Further, results support the participant’s ability to engage with gaze-driven accessibility software, providing for augmentation of his communication options.
Digital USD Citation
Wade, Mckenna, "Gaze-Driven Video Games as Vision Training: A Case Study in Cerebral Palsy" (2018). Undergraduate Honors Theses. 59.
https://digital.sandiego.edu/honors_theses/59
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