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Using Virtual Reality and Robotics Technologies for Vocational Evaluation, Training and Placement (VR4VR)

2019년 7월 10일 업데이트: University of South Florida

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.

연구 개요

상태

알려지지 않은

상세 설명

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.

연구 유형

중재적

등록 (예상)

100

단계

  • 해당 없음

연락처 및 위치

이 섹션에서는 연구를 수행하는 사람들의 연락처 정보와 이 연구가 수행되는 장소에 대한 정보를 제공합니다.

연구 장소

    • Florida
      • Tampa, Florida, 미국, 33620
        • Rehabilitation Robotics & Prosthetics Testbed (RRT) Laboratory on the campus of the University of South Florida

참여기준

연구원은 적격성 기준이라는 특정 설명에 맞는 사람을 찾습니다. 이러한 기준의 몇 가지 예는 개인의 일반적인 건강 상태 또는 이전 치료입니다.

자격 기준

공부할 수 있는 나이

18년 (성인)

건강한 자원 봉사자를 받아들입니다

연구 대상 성별

모두

설명

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

공부 계획

이 섹션에서는 연구 설계 방법과 연구가 측정하는 내용을 포함하여 연구 계획에 대한 세부 정보를 제공합니다.

연구는 어떻게 설계됩니까?

디자인 세부사항

  • 주 목적: 다른
  • 할당: 해당 없음
  • 중재 모델: 단일 그룹 할당
  • 마스킹: 없음(오픈 라벨)

무기와 개입

참가자 그룹 / 팔
개입 / 치료
실험적: Virtual Reality Training System
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.

연구는 무엇을 측정합니까?

주요 결과 측정

결과 측정
기간
Improvement in composite score of performing the vocational tasks of shelving, cleaning, environmental awareness, loading back of a truck, money management and social skills.
기간: Completion of the training (maximum three months)
Completion of the training (maximum three months)

공동 작업자 및 조사자

여기에서 이 연구와 관련된 사람과 조직을 찾을 수 있습니다.

수사관

  • 연구 책임자: Redwan Alqasemi, Ph.D., University of South Florida

간행물 및 유용한 링크

연구에 대한 정보 입력을 담당하는 사람이 자발적으로 이러한 간행물을 제공합니다. 이것은 연구와 관련된 모든 것에 관한 것일 수 있습니다.

일반 간행물

  • 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.

연구 기록 날짜

이 날짜는 ClinicalTrials.gov에 대한 연구 기록 및 요약 결과 제출의 진행 상황을 추적합니다. 연구 기록 및 보고된 결과는 공개 웹사이트에 게시되기 전에 특정 품질 관리 기준을 충족하는지 확인하기 위해 국립 의학 도서관(NLM)에서 검토합니다.

연구 주요 날짜

연구 시작 (실제)

2015년 6월 1일

기본 완료 (예상)

2019년 12월 1일

연구 완료 (예상)

2020년 12월 1일

연구 등록 날짜

최초 제출

2015년 6월 25일

QC 기준을 충족하는 최초 제출

2015년 7월 10일

처음 게시됨 (추정)

2015년 7월 15일

연구 기록 업데이트

마지막 업데이트 게시됨 (실제)

2019년 7월 12일

QC 기준을 충족하는 마지막 업데이트 제출

2019년 7월 10일

마지막으로 확인됨

2018년 9월 1일

추가 정보

이 정보는 변경 없이 clinicaltrials.gov 웹사이트에서 직접 가져온 것입니다. 귀하의 연구 세부 정보를 변경, 제거 또는 업데이트하도록 요청하는 경우 register@clinicaltrials.gov. 문의하십시오. 변경 사항이 clinicaltrials.gov에 구현되는 즉시 저희 웹사이트에도 자동으로 업데이트됩니다. .

외상성 뇌 손상에 대한 임상 시험

Virtual Reality System에 대한 임상 시험

구독하다