Usability, Acceptability, and Safety of Virtual Reality-based Cognitive Intervention

November 17, 2023 updated by: Hina Faisal, The Methodist Hospital Research Institute

Usability and Acceptability of Virtual Reality-based Cognitive Stimulation by Healthy Participants

This study aims to determine feasibility, acceptability, and usability, and to assess the safety of using a virtual reality-based software called ''ReCognitionVR'' in healthy volunteers.

Study Overview

Status

Completed

Conditions

Intervention / Treatment

Detailed Description

Virtual reality (VR) imitates reality by creating an artificial 3-D environment using computing technology or software. Using this software with a headset, a virtual environment is created, which cognitively stimulates the user's brain to think they are in an artificial world. Creating a virtual environment allows flexibility and measurement of different types of stimuli while recording the various responses provided by users in the controlled virtual environment. VR strengthens the brain's ability to focus, learn, and retain experience. VR for attention deficit disorders has been reported to have promising results. This trial aims to follow in similar footsteps using the gamification of exercises for cognitive stimulation in healthy volunteers to record outcomes and perform usability testing. These exercise "games" allow users to focus and pay attention to the game while helping reorient and cognitively stimulate the user's brain. The games are built with increasing difficulty and complexity of user demand and output. A novel, 3D-simulated software platform prototype called ''ReCognitionVR'' was developed to provide VR-based cognitive exercises to healthy participants for testing.

The premise of this trial is that VR-based cognitive stimulation software will allow the controlled delivery of structured cognitive exercises focusing on orientation, attention, memory, and executive functions. The system will allow customized frequency and duration of cognitive exercises based on the users' difficulty level in a delightfully relaxed- environment with music.

According to our institutional review board recommendations, this pilot study will be conducted in two steps on two different cohorts which are as follows:

In the first step, the usability, acceptability, and safety of ReCognitionVR-based cognitive exercises will be evaluated on elderly healthy subjects. This study's results will inform the design of a second-step pilot study.

In the second step, the usability, acceptability, and safety of ReCognitionVR-based cognitive exercise will be evaluated for elderly surgical patients who are at high risk for the development of delirium.

Study Type

Interventional

Enrollment (Actual)

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

    • Texas
      • Houston, Texas, United States, 77030
        • Houston Methodist Research Institute

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

14 years and older (Adult, Older Adult)

Accepts Healthy Volunteers

Yes

Description

Inclusion Criteria:

  • Age 18-35 years or ≥60 years
  • Healthy volunteers who meet one of the following criteria according to their self-reported medical history:

    1. American Society of Anesthesiologists (ASA) 1: A normal healthy patient. Example: Fit, nonobese (BMI under 30), a nonsmoking patient with good exercise tolerance.
    2. ASA 2: A patient with mild systemic disease. Example: Patient with no functional limitations and a well-controlled disease (eg, treated hypertension, obesity with BMI under 35, frequent social drinker, but is nonsmoking).

Exclusion Criteria:

  • Age <18 years; 36-59 years
  • Person with active psychiatric disorders, especially schizophrenia
  • Person who is deaf or blind

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: Other
  • Allocation: Non-Randomized
  • Interventional Model: Parallel Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software
The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Other Names:
  • ReCognition Virtual Reality Software
Experimental: Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software
The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Other Names:
  • ReCognition Virtual Reality Software

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Percentage of Participants Using Virtual Reality Software at 20 Minutes After Start
Time Frame: 20 minutes after the start of software use
Whether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)
20 minutes after the start of software use

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Participants With a System Usability Scale Score >35
Time Frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use
The proportion of participants with a System Usability Scale score >35 on a scale of 0-100, where higher scores mean better usability.
After completion of use of the virtual reality software, up to 2 hours after the start of software use
Participant High Score in Easy Mode
Time Frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use
Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.
After completion of use of the virtual reality software, up to 2 hours after the start of software use
Participant High Score in Medium Difficulty Mode
Time Frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use
Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.
After completion of use of the virtual reality software, up to 2 hours after the start of software use
Participant High Score in Hard Mode
Time Frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use
Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.
After completion of use of the virtual reality software, up to 2 hours after the start of software use
Change From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute heart rate - baseline heart rate
Baseline and 10 minutes
Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute oxygen saturation - baseline oxygen saturation
Baseline and 10 minutes
Change From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
Respiratory rate at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute respiratory rate - baseline respiratory rate rate
Baseline and 10 minutes
Change From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure
Baseline and 10 minutes
Change From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure
Baseline and 10 minutes
Change From Baseline in Heart Rate After Completion of Virtual Reality Software Use
Time Frame: Baseline and the completion of the software game, up to 2 hours
Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion heart rate - baseline heart rate
Baseline and the completion of the software game, up to 2 hours
Change From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software Use
Time Frame: Baseline and the completion of the software game, up to 2 hours
Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion oxygen saturation - baseline oxygen saturation
Baseline and the completion of the software game, up to 2 hours
Change From Baseline in Respiratory Rate After Completion of Virtual Reality Software Use
Time Frame: Baseline and the completion of the software game, up to 2 hours
Respiratory rate at baseline (immediately prior to software use) and after completion of the software game. Change = completion respiratory rate - baseline respiratory rate rate
Baseline and the completion of the software game, up to 2 hours
Change From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software Use
Time Frame: Baseline and the completion of the software game, up to 2 hours
Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure
Baseline and the completion of the software game, up to 2 hours
Change From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software Use
Time Frame: Baseline and the completion of the software game, up to 2 hours
Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure
Baseline and the completion of the software game, up to 2 hours

Collaborators and Investigators

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

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 (Actual)

August 14, 2022

Primary Completion (Actual)

May 31, 2023

Study Completion (Actual)

June 30, 2023

Study Registration Dates

First Submitted

October 7, 2022

First Submitted That Met QC Criteria

October 13, 2022

First Posted (Actual)

October 18, 2022

Study Record Updates

Last Update Posted (Estimated)

November 21, 2023

Last Update Submitted That Met QC Criteria

November 17, 2023

Last Verified

November 1, 2023

More Information

Terms related to this study

Other Study ID Numbers

  • PRO00033195
  • R03AG078857 (U.S. NIH Grant/Contract)

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

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.

Clinical Trials on Virtual Reality

Clinical Trials on Virtual Reality Software

Subscribe