Marc Argilés Sans

Dr. Marc Argilés Sans

Universitat Politecnica de Catalunya (UPC), Barcelona, Catalonia, Spain
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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 October 2015 in Investigative Ophthalmology & Visual Science
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Journal Article
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MSMarc Argilés Sans
Marc Argilés Sans
GCGenis Cardona
Genis Cardona
ECElisabet Perez Cabre
Elisabet Perez Cabre
MRMargarita Rodríguez
Margarita Rodríguez
Purpose: To evaluate spontaneous eye blink rate (SEBR) and percentage of incomplete blinks in different hard-copy and visual display terminal (VDT) reading conditions, compared with baseline conditions. Methods: A sample of 50 participants (29 females, age range, 18–74 years) were recruited for this study. All participants had good ocular health and reported no symptoms of dry eye (OSDI score < 15). Face video recordings were captured while participants observed in silence a landscape picture at 2 m (baseline) and during six different, 6-minute controlled reading experimental conditions. Texts were presented in electronic (tablet and computer display at 100% and 330% zoom levels) and hard-copy (text in book position in silence and aloud and text pasted on the computer display) formats. Video analysis was subsequently conducted to assess blink parameters. Results: All reading conditions resulted in a decrease in SEBR when compared with baseline conditions (all P < 0.001), with the least negative impact corresponding to reading in a 330% expanded display. The percentage of incomplete blinks was found to increase when reading was conducted on an electronic platform, in contrast to hard-copy text. Conclusions: The high cognitive demands associated with a reading task led to a reduction in SEBR, irrespective of type of reading platform. However, only electronic reading resulted in an increase in the percentage of incomplete blinks, which may account for the symptoms experienced by VDT users. Spanish Abstract

9 March 2022 in Perceptual and Motor Skills
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Journal Article
Closed access
MSMarc Argilés Sans
Marc Argilés Sans
LQLluïsa Quevedo-Junyent
Lluïsa Quevedo-Junyent
GEGraham Erickson
Graham Erickson
Electronic sports (e-sports) have recently emerged to become a rapidly growing form of videogame competition, requiring gamers to spend many hours in front of a visual display. The nature of this new modality raises important considerations for ocular health, and visual and perceptual functioning, compared to traditional sports. In general, sports performance has been associated with open spaces, gross motor movement, and balance, while electronic sports require visual and attentional stamina at near distances with fine motor control. From an optometric viewpoint, visual perception is specific to both the sports modality and the environment where sports take place. In this topical review, we consider e-sport optometric factors such as screen time and digital eyestrain, visual skill demands, and perceptual cognitive skills such as visual attention. We compare training considerations for traditional sports and training in gaming platforms, with recommendations for future research in this growing modality. The goal of this review is to raise awareness of the various elements to consider when providing vision care to e-sport participants.

28 September 2022 in Scientific Reports
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Journal Article
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MSMarc Argilés Sans
Marc Argilés Sans
BSBernat Sunyer-Grau
Bernat Sunyer-Grau
SASílvia Arteche-Fernandez
Sílvia Arteche-Fernandez
CPCleofé Peña-Gómez
Cleofé Peña-Gómez
Exposure to certain monochromatic wavelengths can affect non-visual brain regions. Growing research indicates that exposure to light can have a positive impact on health-related problems such as spring asthenia, circadian rhythm disruption, and even bipolar disorders and Alzheimer’s. However, the extent and location of changes in brain areas caused by exposure to monochromatic light remain largely unknown. This pilot study (N = 7) using resting-state functional magnetic resonance shows light-dependent functional connectivity patterns on brain networks. We demonstrated that 1 min of blue, green, or red light exposure modifies the functional connectivity (FC) of a broad range of visual and non-visual brain regions. Largely, we observed: (i) a global decrease in FC in all the networks but the salience network after blue light exposure, (ii) a global increase in FC after green light exposure, particularly noticeable in the left hemisphere, and (iii) a decrease in FC on attentional networks coupled with a FC increase in the default mode network after red light exposure. Each one of the FC patterns appears to be best arranged to perform better on tasks associated with specific cognitive domains. Results can be relevant for future research on the impact of light stimulation on brain function and in a variety of health disciplines.

4 May 2023 in PLOS ONE
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CRCristina Rovira-Gay
Cristina Rovira-Gay
CMClara Mestre
Clara Mestre
MSMarc Argilés Sans
Marc Argilés Sans
VNValldeflors Vinuela Navarro
Valldeflors Vinuela Navarro
JPJaume Pujol
Jaume Pujol
Two tests to measure fusional vergence amplitudes objectively were developed and validated against the two conventional clinical tests. Forty-nine adults participated in the study. Participants’ negative (BI, base in) and positive (BO, base out) fusional vergence amplitudes at near were measured objectively in an haploscopic set-up by recording eye movements with an EyeLink 1000 Plus (SR Research). Stimulus disparity changed in steps or smoothly mimicking a prim bar and a Risley prism, respectively. Break and recovery points were determined offline using a custom Matlab algorithm for the analysis of eye movements. Fusional vergence amplitudes were also measured with two clinical tests using a Risley prism and a prism bar. A better agreement between tests was found for the measurement of BI than for BO fusional vergence amplitudes. The means ± SD of the differences between the BI break and recovery points measured with the two objective tests were -1.74 ± 3.35 PD and -1.97 ± 2.60 PD, respectively, which were comparable to those obtained for the subjective tests. For the BO break and recovery points, although the means of the differences between the two objective tests were small, high variability between subjects was found (0.31 ± 6.44 PD and -2.84 ± 7.01 PD, respectively). This study showed the feasibility to measure fusional vergence amplitudes objectively and overcome limitations of the conventional subjective tests. However, these tests cannot be used interchangeably due to their poor agreement.

1 July 2020 in Journal of Optometry
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Journal Article
Open access
MSMarc Argilés Sans
Marc Argilés Sans
LJLaura Asensio Jurado
Laura Asensio Jurado
LQLLuïsa Quevedo
LLuïsa Quevedo

28 February 2024 in Journal of Eye Movement Research
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Journal Article
Open access
AMAnna Montolio-Vila
Anna Montolio-Vila
MSMarc Argilés Sans
Marc Argilés Sans
BSBernat Sunyer-Grau
Bernat Sunyer-Grau
LQLLuïsa Quevedo
LLuïsa Quevedo
GEGraham Erickson
Graham Erickson
Previous research shows that playing action video games seems to modify the behavior of eye movements such as eye fixations and saccades. The aim of the current work was to determine the effect of playing action video games on eye movements behavior such as fixations, saccades and pursuits. A systematic research review in PubMed and Scopus databases was conducted to identify articles published between 2010 and 2022 which referred to action video games and eye movements, including fixations, saccades and pursuits. We included those that were experimental and quasi-experimental, comparing at least two groups between action vs. non-action video games players. All the studies included used an eye tracker to study eye movements. A total of 97 scientific articles were found in the databases. After inclusion criteria, thirteen articles (N=13) were analyzed for the present work, of which ten (n=10) had a cross-sectional design, and three (n=3) were randomized intervention studies. Playing regularly or training with action video games is not likely to produce changes in eye movements, based on the literature research analyzed. For future research, more interventional studies, with less gender bias, more sample participants and general consensus on the distinction between the action and non-action video games is needed.