Using Virtual Reality and Robotics Technologies for Vocational Evaluation, Training and Placement (VR4VR)
Using Virtual Reality and Robotics Technologies for Vocational Evaluation, Training and Placement (VR4VR) is a project that incorporates Virtual Reality into job training to increase job opportunities for people who have physical or mental disabilities. The investigators are using Virtual Reality and robotics for job evaluation, training and placement of people with disabilities. The investigators' goal is to assess and train people in a safe, adaptable, and fun virtual environment similar to a video game.
This is an interventional study with three target populations: autism spectrum disorder, traumatic brain injury, and severe mobility and manipulation impairments. The prototype system allows for a wide range of environments with the vocational evaluator easily controlling the virtual experience, while the job seekers interact realistically.
調査の概要
詳細な説明
Study Procedures
If the participant takes part in this study, they will be asked to:
- Arrive at the Rehabilitation Robotics & Prosthetics Testbed (RRT) building at the times agreed to between the participant, the job coach and the key research personnel.
- Use a virtual reality system that is like a large video game with the job coach.
Complete some skill tasks in the virtual world video game:
- Cleaning skills such as vacuum cleaning, mopping and litter collection.
- Loading virtual boxes into back of a virtual truck.
- Fulfilling orders and deliveries with tangible boxes in a virtual warehouse.
- Navigating to different checkpoints in an outdoor virtual environment.
- Money management skills such as recognizing coin and bill amounts, counting money and giving correct amount of change to virtual customers.
- Communicating with virtual characters.
- These tasks will take place in non-real virtual environments such as: warehouse, grocery, parking lot, and outside.
- The job coach or counselor will be with the participant just as they would in a traditional job training.
- The researchers will ask the participant questions about what they liked and disliked about the virtual reality system video game. These questions can be asked directly or via a form.
- There will be 15 minutes break times every hour and the total time will be equal to the participant's normal job coach interactions.
- The participant will be asked to participate no more than 5 hours each day, up to 15 days. Number of training days will be decided by the participant, the job coach, and the research staff.
- Data related to the time and the performance from the start to the end of each task will be recorded at the background automatically.
- Audio/visual and/or video documentation of the study may be recorded. Video and photographic recordings will be used only to aid in presenting the study for academic purposes. All information will be kept anonymous.
- Subjects' screening will be performed by the subjects' therapists beforehand, who will decide whether the subject is eligible for this study or not, based on the investigators' inclusion/exclusion requirements.
- Total Number of Participants: Up to 100 people (Up to 50 individuals with disabilities and Up to 50 healthy individuals) will take part in this study.
A $50 gift card will be given to each participant on their first training session as a thank you gift and an incentive to participate in the study.
研究の種類
入学 (予想される)
段階
- 適用できない
連絡先と場所
研究場所
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Florida
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Tampa、Florida、アメリカ、33620
- Rehabilitation Robotics & Prosthetics Testbed (RRT) Laboratory on the campus of the University of South Florida
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参加基準
適格基準
就学可能な年齢
健康ボランティアの受け入れ
受講資格のある性別
説明
Inclusion Criteria:
The general inclusion criteria are as follows:
- Adults of 18-60 years of age
- Participants must display the capacity to understand the objectives of each of the skill tasks below, that will take place in various virtual environments.
Skill tasks:
- Cleaning skills such as vacuum cleaning, mopping and litter collection.
- Loading virtual boxes into back of a virtual truck using a haptic stick controller.
- Fulfilling orders and deliveries in a virtual warehouse with tangible boxes.
- Navigating to different checkpoints in an outdoor virtual environment.
- Money management skills such as recognizing coin and bill amounts, counting money and giving correct amount of change to virtual customers.
- Communicating with virtual characters.
Each target population will have additional inclusion criteria as follows:
Autism Inclusion Criteria:
- High, medium or low functioning with the ability to verbally communicate with the research team
- Being able to perform basic gestures such as extending arms and walking in place
Traumatic Brain Injury Inclusion Criteria:
- Participants will include individuals that have suffered a moderate to severe traumatic brain
- Participants must be deemed Rancho Los Amigos score of 7 or higher
- Being able to perform basic gestures such as extending arms and walking in place
Severe Mobility and Manipulation Impairments Inclusion Criteria:
• Persons with spinal cord injury, muscle dystrophy, multiple sclerosis or cerebral palsy
Exclusion Criteria:
The general exclusion criteria are as follows:
- Children less than 18 years of age
- Adults older than 60 years of age
- Pregnant women
- Participants unable to control a joystick
- Participants unable to verbally communicate
Each target population will have additional exclusion criteria as follows:
Autism Exclusion Criteria:
- Participants unable to control a joystick
- Participants unable to verbally communicate
Traumatic Brain Injury Exclusion Criteria:
- Participants unable to control a joystick
- Participants unable to verbally communicate
Severe Mobility and Manipulation Impairments Exclusion Criteria:
• Participants unable to control a joystick
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:他の
- 割り当て:なし
- 介入モデル:単一グループの割り当て
- マスキング:なし(オープンラベル)
武器と介入
参加者グループ / アーム |
介入・治療 |
|---|---|
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実験的:Virtual Reality Training System
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The participants will use a virtual reality system that is like a large video game and complete some job skill tasks in the virtual world video game.
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この研究は何を測定していますか?
主要な結果の測定
結果測定 |
時間枠 |
|---|---|
|
Improvement in composite score of performing the vocational tasks of shelving, cleaning, environmental awareness, loading back of a truck, money management and social skills.
時間枠:Completion of the training (maximum three months)
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Completion of the training (maximum three months)
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協力者と研究者
捜査官
- スタディディレクター:Redwan Alqasemi, Ph.D.、University of South Florida
出版物と役立つリンク
一般刊行物
- L. Bozgeyikli, E. Bozgeyikli, M. Clevenger, S. Gong, A. Raij, R. Alqasemi, S. Sundarrao, and R. Dubey, "VR4VR: Towards Vocational Rehabilitation of Individuals with Disabilities in Immersive Virtual Reality Environments," in proc. of Workshop on Virtual and Augmented Assistive Technologies (VAAT) at IEEE Virtual Reality 2014, Minneapolis, MN, April 2014.
- E. Bozgeyikli, L. Bozgeyikli, M. Clevenger, A. Raij, R. Alqasemi, S. Sundarrao, and R. Dubey, "Poster: Design and Development of a Virtual Reality System for Vocational Rehabilitation of Individuals with Disabilities," IEEE Symposium on 3D User Interfaces 2014, Minneapolis, MN, April 2014.
- L. Bozgeyikli, E. Bozgeyikli, M. Clevenger, S. Gong, A. Raij, R. Alqasemi, S. Sundarrao and R. Dubey, "Poster: A Virtual Reality System for Vocational Rehabilitation of Individuals with Disabilities," College of Engineering Research Day, Tampa, FL, November 2014.
- E. Bozgeyikli, L. Bozgeyikli, M. Clevenger, A. Raij, R. Alqasemi, and R. Dubey, "Poster: A Virtual Reality System for Vocational Rehabilitation of Individuals with Disabilities," College of Engineering Research Day, Tampa, FL, November 2013.
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (予想される)
研究の完了 (予想される)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (見積もり)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
その他の研究ID番号
- Ame2_Pro00013008
この情報は、Web サイト clinicaltrials.gov から変更なしで直接取得したものです。研究の詳細を変更、削除、または更新するリクエストがある場合は、register@clinicaltrials.gov。 までご連絡ください。 clinicaltrials.gov に変更が加えられるとすぐに、ウェブサイトでも自動的に更新されます。
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