Clinical trial NCT06412887: Effects of Adding Force Control to a VR Game on Brain Activation
Official title: Effects of Adding Force Control to a VR Game on Brain Activation
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Healthy Aging
Keywords: Virtual Reality
functional near infrared spectroscopy
Lead sponsor: National Cheng-Kung University Hospital
Sponsor class: OTHER
First posted: 2024-05-14
Enrollment: 24
Sex: ALL
Minimum age (years): 20
Maximum age (years): 90
Standard ages: ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: CROSSOVER
Intervention model description: Subjects play the virtual reality game using the wfc input system followed by the wofc input system
Primary purpose: PREVENTION

Brief summary: One of the major contributor for the lower quality of living in the aged population, is the reduction in hand function. To mitigate this, several virtual-reality based hand rehabilitation/training systems have been developed.

However, most of these systems are solely controlled by hand gestures, and do not incorporate the force between the fingertips. Which is not the case for grabbing things in real life. With that in mind, the researchers assumed that a virtual-reality based hand rehabilitation/training system that incorporates force control into its input can be more beneficial in terms of recovering one's hand function.

To test out this claim, subjects were recruited and tasked to play a game using both input systems (wfc and wofc), while their brain activity while using both input system was simultaneously recorded using functional near infrared spectroscopy and compared


Eligibility criteria: Inclusion Criteria:

* With normal vision or wearing prescription glass that can fit inside the Meta Quest 2 VR headset.
* Able to understand English, Chinese, or Taiwanese language.

Exclusion Criteria:

* Experiencing motion sickness after prolonged usage of VR headsets
* Having chronic diseases or injuries that can prevent them from participating in the experiment such as: hand injuries, missing fingers, blindness, deafness, hearing impairments, etc.

Primary outcomes:
measure: Oxygenated hemoglobin (HbO)
timeFrame: 1 hour
measure: Game performance1 (Amount of grasp initiated)
timeFrame: 1 hour
measure: Game performance2 (Memory task accuracy)
timeFrame: 1 hour
Secondary outcomes:
measure: Manual dexterity
timeFrame: 5 minutes
measure: Maximum voluntary pinch force
timeFrame: 5 minutes
measure: Recall
timeFrame: 5 minutes
Other outcomes:
Locations:
city: Tainan
country: Taiwan
facility: National Cheng Kung University
Study officials:
affiliation: Chair Professor
name: Fong-Chin Su, PhD
role: PRINCIPAL_INVESTIGATOR
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