- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT05583903
Usability, Acceptability, and Safety of Virtual Reality-based Cognitive Intervention
Usability and Acceptability of Virtual Reality-based Cognitive Stimulation by Healthy Participants
Study Overview
Status
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
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Texas
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Houston, Texas, United States, 77030
- Houston Methodist Research Institute
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-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
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:
- American Society of Anesthesiologists (ASA) 1: A normal healthy patient. Example: Fit, nonobese (BMI under 30), a nonsmoking patient with good exercise tolerance.
- 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
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:
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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
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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:
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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
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Whether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)
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20 minutes after the start of software use
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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
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The proportion of participants with a System Usability Scale score >35 on a scale of 0-100, where higher scores mean better usability.
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After completion of use of the virtual reality software, up to 2 hours after the start of software use
|
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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
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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.
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After completion of use of the virtual reality software, up to 2 hours after the start of software use
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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
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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.
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After completion of use of the virtual reality software, up to 2 hours after the start of software use
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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
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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.
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After completion of use of the virtual reality software, up to 2 hours after the start of software use
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Change From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
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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
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Baseline and 10 minutes
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Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
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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
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Baseline and 10 minutes
|
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Change From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
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Respiratory rate at baseline (immediately prior to software use) and 10 minutes after software use.
Change = 10-minute respiratory rate - baseline respiratory rate rate
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Baseline and 10 minutes
|
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Change From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
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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
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Baseline and 10 minutes
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Change From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use
Time Frame: Baseline and 10 minutes
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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
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Baseline and 10 minutes
|
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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
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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
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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
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Baseline and the completion of the software game, up to 2 hours
|
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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
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Baseline and the completion of the software game, up to 2 hours
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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
|
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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
Collaborators
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Estimated)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- PRO00033195
- R03AG078857 (U.S. NIH Grant/Contract)
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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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