Virtual Reality Applications for the Treatment of Amblyopia
The Team: Dr Rose Woodcock
We’re a multidisciplinary team: Game design, animation, vision sciences, optometry, and VR technology. Principally, it was the VR and game design coming together with the vision science team, because that technology was really important as a platform in which to do this research and testing towards a treatment for amblyopia. If you’re going to have a VR, you’re going to have things moving, you need animators, so there’ll also be 3D animators eventually. You also need to understand human binocular vision.
Our project is led by Geoff Sampson from the School of Medicine. The whole research team now has a good understanding of what amblyopia is, why it’s got to be treated in certain ways rather than others, and so on. So, it’s a kind of a sharing of knowledge, a sharing of language.
It’s given us insight into how to go about putting a team together, writing an application; what do you then have to do to really get that application absolutely watertight, the language that you use, making sure that it’s really clear and not full of jargon.
The Team: Dr Rose Woodcock (co-investigator, pictured)
A collaboration with Deakin School of Medicine (Faculty of Health) and School of Communication and Creative Arts (Faculty of Arts and Education).