In this study, we found that the OLED panel produced a spatial uniform background and stimuli luminance with repeatable stimulus duration. Although measured stimulus duration differed from PTB self-reported, differences were minimal and unlikely to affect clinical outcomes. In agreement with previous studies,
43 we have shown that rapid luminance transition between background and stimuli occur, making these panels ideal for visual experiments requiring high temporal precision. The high temporal precision allowed the presentation of moving targets, central game, without motion blur. Another important feature of this monitor is the small variability in luminance after the monitor is turned on (
Fig. 6). Contrary to typical CRTs and LCDs, the changes in luminance observed will have a negligible impact on visual function assessment – important in clinical settings.
The benefit of using FOS strategies comes at an expense of long test duration due to the high volume of presentations, and remain challenging even in an adult population. However, our test completion success rate was similar to previous studies involving conventional strategies and a pediatric population.
44,45 During our clinical evaluation work, a smaller number of presentations were performed for a comparable test time to that presented in the literature.
46–49 The long test duration to stimuli presentation ratio is a consequence of the game strategy used, and resulted from a longer than average interstimuli interval. Perhaps due to the nature of the game, the average response window observed was also larger than in adult-based commercial available instruments.
The game procedure provided positive and negative feedback to the user. We believe this increases test experience, which outweighs the increase in test time. However, the test could be improved with the use of an eye-tracker for the automatic checking of fixation before stimulus presentations. Automatic checking potentially could speed up the test via a reduction in the interstimulus interval. Automatic checking also could provide a surrogate measure of vigilance. However, the use of eye-tracking devices will not be appropriate for all children, particularly those with development problems and those with nystagmus.
Using a computer game to test the VF of a pediatric population has been shown to provide reliable results and to be well accepted by the sample population used in this study.
7 On two occasions, participants even have asked whether they could use the system at home.
Bental and Lowe
15 have shown that children have response patterns that are influenced by the test instructions provided. The effect observed was age-dependent with younger children being influenced the most. In conventional perimetry, the task consists of pressing a button each time a spot of light is seen. It is to be expected that a higher FP rate will occur in an attempt from the child to comply with the instructions provided. An increase in FP rates has been demonstrated by Tschopp et al.,
17 and Morales and Brown.
5 Even higher rates may occur with advanced VF loss where periods of nonseen stimuli increase. Shifting the purpose of the task to a game and contextualizing the stimuli presentation within that game may help to reduce the rates of FP responses (
Fig. 8, left). With the exception of one participant, FP rates found in this study were similar to those observed in adult-based ophthalmic clinics and, in agreement with Tschopp et al.,
49 were not associated with age. Attention and fixation were controlled by the nature of the game and the desire to gain “coins” and avoid the loss of “game-lives.” The subject's main goal was to successfully play the game for which gazing into other areas of the monitor would be counterproductive. Not only do catch trial techniques for determining false-negatives and fixation losses increase test time, but they also have been shown to be poor predictors of test reliability.
50,51 Response times, on the other hand, can provide good, repeatable information on subject reliability. Response times are used in the Swedish Interactive Thresholding Algorithm to derive an estimate of the FP rate, which is more consistent than catch trial estimates. Previous studies have determined a response time window of 480 to 800 ms at threshold intensities in an adult population.
48,52,53 Median response times found in this study fell within this range, with the exception of the 11-year-old age group (
Fig. 8, right). In this age group, one subject produced a large number (17%) of responses below 180 ms, suggesting that the patient was perhaps trying to guess stimulus onset. A general trend for a decrease in response time with an increase in age was observed. This may suggest that younger subjects find it more difficult to divide attention between the game-strategy and the stimuli.
The threshold sensitivities obtained in this study were similar to those observed in an adult-based normative population (
Table 2).
46,54 Contrary to previously reported studies,
44,45 a reduction in sensitivity with age was not observed. Adult-like sensitivity values,
46,54 range 19 to 38 dB, were observed in 7- and 8-year-old subjects. Differences observed between the studies are likely to be explained by the use of the mean deviation in the study of Patel et al.
44 and localized sensitivity in ours, or by the stimulus type used. The use of mean deviation may mask an underlying difficulty in testing VFs in a pediatric population, where children are less able to focus their attention on different targets.
16 A reduction in mean deviation in the study of Patel et al.
44 may be a byproduct of reduced attention resources rather than a true underlying difference in sensitivity. In fact, it has been shown that vigilance and attention are better predictors of threshold sensitivity than age.
49 Delaney et al.,
55 in a study investigating different flicker frequencies, suggested that differences in VF sensitivity between adults and children depend on the stimulus parameters used during testing. Visual processes involved in the detection of size modulated stimuli may also differ from those using intensity modulation. Redmond et al.
56 have found a decrease in contrast sensitivity with age for different stimulus sizes, with no observable differences in Ricco's area with age on an adult population. Since the combination of stimuli intensity and area used is likely to fall within Ricco's area, it is feasible that changes in sensitivity with age will not be observed in the present study.
Mean variability observed, 0.74 log(deg
2) at periphery and 0.90 log(deg
2) at center (7.55 and 9.01 dB), were significantly higher than the values reported previously in a healthy adult population.
46,54 An increase in FOS variability in children compared to adults has been reported previously.
49 As in the study of Tschoop et al.,
49 we found variability to be subject-dependent with subjects of the same age often having different degrees of variability. Although the variability observed is high compared to an adult's, an association between variability and age was not observed. The high observed variability may be linked to the limited number of presentations used in this challenging population. Of interest was the increase in variability with reduced stimulus size (increased sensitivity). Previous studies have shown a reduction in test variability with an increase in stimulus size.
57–59 It is important to recognize that the high variability, whether a consequence of the population being tested or the strategy used, may have introduced a sensitivity bias. Previous studies have shown that the relationship between variability and sensitivity does not occur with a size, as opposed to intensity, modulation paradigm.
60,61 Size modulation is able to detect mild-to-moderate glaucoma loss and performs as well as intensity modulation for disease detection.
62 Size modulation in perimetry has been used successfully in the past.
34,63
The use of different levels within the game, where the speed of presentations increased, might have resulted in more attentional resources being devoted to the game with a commensurate reduction in estimated sensitivity particularly at more peripheral locations. It is also likely that the division of attentional resources may change for different age groups and with experience with computer games. However, their impact must be investigated in future work, the similarities in conventional adult-base sensitivities and those observed suggest a limited effect.