Wayfinding Intervention in High-Fidelity Long-Term Memory
NCT ID: NCT04253587
Last Updated: 2023-02-27
Study Results
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View full resultsBasic Information
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COMPLETED
NA
50 participants
INTERVENTIONAL
2019-10-01
2021-12-15
Brief Summary
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Detailed Description
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This project applies a translational neuroscience approach in development of a cognitive training intervention that targets sustained improvement in capabilities for LTM and cognitive control. Treatments use commercially available head-mounted display Virtual Reality (VR) technology and tablet computers to present a deeply immersive spatial wayfinding video game. Based on preliminary results, the hypothesis is that immersion in a game to navigate errands through unfamiliar, visually complex neighborhoods (i.e., wayfinding) will be an effective means to environmental enrichment, which refers to a process whereby new and complex experiences bring change to brain and behavior.
The significance of this platform is from the effects in brain and behavior arising from cognitive training, which can generalize to improvements in untrained capability for high-fidelity LTM. Research in rodents and humans shows that learning a new, enriched environment spurs the healthy function of the hippocampus and supports lifelong neurogenesis. Adult-borne hippocampal neurogenesis has been linked as the neurobiological basis for the formation of new, high-fidelity memories.
The Labyrinth spatial wayfinding game was developed in-house to incorporate full scientific rigor, as with procedures in any properly controlled behavioral experiment. The game uses 3D and 2.5D computer graphics tools, as well as numerous levels of adaptive challenge, to deliver a dynamic, engaging experience for participants throughout the training regimen. Training can be administered with and without participant ambulation in movement through wayfinding runs.
A participant's pre- and post-training assessments will occur promptly before and after their 15 to 20-hour training regimen, including collection of functional MRI (fMRI) and structural MRI data. Cognitive outcome measures will assess capabilities for high-fidelity LTM retrieval.
The a priori hypothesis is that effectiveness of the wayfinding game intervention would be evidenced by post-training improvements in retrieval of high-fidelity LTM and associated cognitive control capabilities. FMRI results associated with the measured cognitive improvements will localize changes in functional brain networks that support gains in memory capabilities. Structural MRI measures will assess morphometric and volumetric changes from pre- to post-training assessments.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
BASIC_SCIENCE
DOUBLE
Study Groups
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LabyrinthVR Trackers
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via participant ambulation wearing leg-position trackers.
LabyrinthVR
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.
LabyrinthVR Scoot
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.
LabyrinthVR
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.
Placebo Controls
Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.
Placebo Games
Commercially-available, narrative computer games marketed as cognitively enriching.
Coherence
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive rhythm training game.
Coherence
Head-mounted display virtual reality game designed to present an adaptive rhythm training routine.
Labyrinth Tablet
Multi-session cognitive intervention with tablet computer, displaying 2.5D version of Labyrinth game in an adaptive spatial wayfinding challenge. Game movement via on-screen control buttons.
Tablet
Tablet computer playing Labyrinth VR game but in 2.5D
Labyrinth VR wireless
Multi-session cognitive intervention with head-mounted display virtual reality computer game using wireless, narrower filed technology to presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.
LabyrinthVR
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.
Interventions
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LabyrinthVR
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.
Placebo Games
Commercially-available, narrative computer games marketed as cognitively enriching.
Coherence
Head-mounted display virtual reality game designed to present an adaptive rhythm training routine.
Tablet
Tablet computer playing Labyrinth VR game but in 2.5D
Eligibility Criteria
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Inclusion Criteria
* completed 12 or more years of education
* normal or corrected-to-normal vision
* dexterity to comfortably operate the scanner-compatible response box
* freedom from physical and neurological conditions contra-indicated for fMRI
* must confirm physical stamina and comfort for 45-minute, brisk walks on level ground
Exclusion Criteria
* history of concussions or dizziness, vestibular or balance problems
* significant discomfort with virtual reality experiences
62 Years
85 Years
ALL
Yes
Sponsors
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University of California, San Francisco
OTHER
Responsible Party
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Principal Investigators
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Peter E Wais, PhD
Role: PRINCIPAL_INVESTIGATOR
Neuroscape, Department of Neurology
Locations
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UCSF Mission Bay
San Francisco, California, United States
Countries
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References
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Wais PE, Arioli M, Anguera-Singla R, Gazzaley A. Virtual reality video game improves high-fidelity memory in older adults. Sci Rep. 2021 Jan 28;11(1):2552. doi: 10.1038/s41598-021-82109-3.
Provided Documents
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Document Type: Study Protocol and Statistical Analysis Plan
Other Identifiers
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19-27586-A
Identifier Type: -
Identifier Source: org_study_id
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