Virtual Reality Exercise on the Intensive Care Unit in Heart Patients (VRICUGAMING)

February 16, 2017 updated by: University of Zurich

Design of a Cognitive Motor Intervention Using a Video Game to Enhance Brain Activity: A Feasibility Study Including Healthy Participants and Heart Patients on the Intensive Care Unit

This project proposes the development and design of a motor intervention using a cognitive video game and describes the feasibility, safety and acceptability of virtual augmented video gaming device named Virtual Reality on the Intensive Care Unit (VRICU). The project in two phases is performed in healthy participants (Phase 1) and heart patients after elective heart surgery on the Intensive Care Unit (Phase 2).

Furthermore, brain function will be measured during exer-gaming with the VRICU device with non-invasive instruments (fNIRS/EEG) in both the healthy participants and the heart patients.

The VRICU device is a patient friendly construction to allow a patient exergaming in bed. The project is a cooperation between scientist at the USZ (physiotherapist / anaesthsiologists / engineers), human movement scientist at the ETHZ and (poly- / electro-) mechanics at the Paul Scherrer Institut.

Study Overview

Status

Completed

Conditions

Intervention / Treatment

Detailed Description

There is converging evidence at systems levels that physical exercise participation is beneficial to cognition, especially to the different subtypes of attention. Such evidence highlights the importance of promoting physical exercise to prevent or reverse cognitive and neural decline. Accordingly, physical exercise can serve to promote function in patients. Physical exercise games may be engaged to gauge performance increases in motor learning and early rehabilitation programs as performed on an intensive care unit.

This project proposes the development and design of a cognitive motor intervention using a custom video game (which will be performed in supine position in bed) to enhance brain activity and describes the feasibility, safety and acceptability of virtual augmented video dance gaming.

This project is divided in two (2) phases:

Phase1 The patients are not expected to exercise the video game in the usual standing position due to their condition. Thus, we designed a patient friendly construction with colleagues of the construction department of the Paul Scherrer Institute (Villigen, Switzerland), which enables video game exercising in supine position. This construction and custom video game will be tested first in healthy participants for feasibility, acceptability and safety. Furthermore, brain activity of the participants will be measured and evaluated, before during and shortly after playing the video game in 15 healthy participants.

Phase 2 After the device and procedures tested in phase 1 is feasible, acceptable and safe, maximal 10 patients on the ICU ward (receiving elective heart surgery, will be recruited to evaluate the feasibility, safety, acceptability and effect on brain function of a custom video exercise game.

The aims of this study are:

Phase 1 Objective To determine the feasibility, safety acceptability and effect of brain function of a cognitive motor intervention using a custom video game in healthy participants.

Phase 2 Objectives To determine the feasibility, safety and acceptability (if possible) of a cognitive motor intervention using a custom video game at the Intensive Care Unit.

Evaluation of brain functions before, during and after exercising using a video game.

Study Type

Interventional

Enrollment (Anticipated)

30

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

      • Zurich, Switzerland, 8091
        • Dr. Jaap Swanenburg

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

18 years and older (Adult, Older Adult)

Accepts Healthy Volunteers

Yes

Genders Eligible for Study

All

Description

Inclusion Criteria:

Phase 1

Healthy participants

  • 18 years or older of age.
  • In good health and not under treatment of a physician

Phase 2

Patient on the intensive care unit. Inclusion criteria

  • Adult patients (>18 years).
  • Signed informed consent by patient.
  • Patient awake and close to full cooperation needed to Participate actively in the experimental intervention.

Exclusion Criteria:

Phase 1

• No exclusion criteria

Phase 2

Exclusion criteria for the patients are:

  • Known epilepsy
  • Inability to obtain consent
  • known or suspected non-compliance
  • raised intracranial pressure
  • participation in conflicting study
  • known dementia
  • absence of a limb
  • Sepsis
  • Incapable of discernment -

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Treatment
  • Allocation: N/A
  • Interventional Model: Single Group Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: COGNIPLUS
Exercise-Gaming

Run 1 Video game: Phasic Alertness (Alert S1) Instruction phase 2 minutes, 2 x 3 minutes of rest, followed by 5 x 60 sec of video game activity, alternating with 60 sec of rest.

Run 2 Video game: Intrinsic Alertness (Alert S2) Instruction phase 2 minutes, 2 x 3 minutes of rest, followed by 5 x 60 sec of video game activity, alternating with 60 sec of rest.

Run 3 Video game: Visual modality (Select S1) Instruction phase 2 minutes, 2 x 3 minutes of rest, followed by 5 x 60 sec of video game activity, alternating with 60 sec of rest.

Run 4 Video game: Acoustic / Stimulus Combinations (Select S2) Instruction phase 2 minutes, 2 x 3 minutes of rest, followed by 5 x 60 sec of video game activity, alternating with 60 sec of rest.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Feasibility & usibility 1
Time Frame: Healthy participants 120 minutes, patients: dependent on physical ability
Intensity: Level of gameplay
Healthy participants 120 minutes, patients: dependent on physical ability
Feasibility & usibility 2 Feasibility & Usibility 2
Time Frame: Healthy participants 120 minutes, patients: dependent on physical ability
Accuracy: Percentage
Healthy participants 120 minutes, patients: dependent on physical ability
Feasibility & usibility 3
Time Frame: Healthy participants 120 minutes, patients: dependent on physical ability
Time: Minutes
Healthy participants 120 minutes, patients: dependent on physical ability

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Safety parameters & adverse effects of the VRICU device
Time Frame: Minimal 1 up to 30 Minutes (if applicable)

Assessment of (Serious) Adverse Events and Other Safety Related Events An unexpected SAE refers to any AE, the nature or severity of which is not consistent with the applicable product information, namely please specify for unapproved investigational medicinal products the current Investigator's Brochure and the approved instructions for devices with CE-marking.

The investigator will promptly review documented AEs and abnormal test findings to determine

  • if the abnormal test finding should be classified as an AE,
  • if there is a reasonable possibility that the AE was caused by the investigational device or study treatment(s), and
  • if the AE meets the criteria for an SAE.
Minimal 1 up to 30 Minutes (if applicable)
MOSRAM Questionnaire
Time Frame: 10 minutes
Participant & Patient satisfactory questionnaire concerning use off technical devices and software.
10 minutes
functional Near Infrared Spectroscopy (fNIRS)
Time Frame: healthy participants 90 minutes, patients: dependent on physical ability
fNirs outcome of frontal lobe measured in SP02%; Baseline during gameplay and during recuperation of exercise gameplay
healthy participants 90 minutes, patients: dependent on physical ability
EEG
Time Frame: healthy participants 90 minutes, patients: dependent on physical ability
EEG outcome of frontal lobe during exerciseplay and recupperation measured in milliseconds
healthy participants 90 minutes, patients: dependent on physical ability

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Ruud Knols, Dr., University of Zurich

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start

March 1, 2015

Primary Completion (Actual)

December 1, 2016

Study Completion (Actual)

February 1, 2017

Study Registration Dates

First Submitted

January 11, 2016

First Submitted That Met QC Criteria

January 18, 2016

First Posted (Estimate)

January 22, 2016

Study Record Updates

Last Update Posted (Actual)

February 17, 2017

Last Update Submitted That Met QC Criteria

February 16, 2017

Last Verified

February 1, 2017

More Information

Terms related to this study

Other Study ID Numbers

  • VRICU-Study

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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