Trial Outcomes & Findings for Adolescent Responses to Varying Environments in Virtual Reality Simulations (NCT NCT04465240)

NCT ID: NCT04465240

Last Updated: 2024-06-07

Results Overview

Multiple measures were used for emotion felt in the VR neighborhood: 1. Participants rate how strongly they felt 9 specific emotions (0-8 scale; 0 indicates none, 8 is the strongest possible feeling). 2. Two composite scores based on averaging responses for specific emotions: Positive emotion (enthusiasm, contentment, amusement) and Negative emotion (fear, sadness, disgust, anger). Averages were based on the standard score representing standard deviations above/below the mean. The mean score was 0. Positive emotion ranged from -1.9, the lowest positive emotion, to 2.0, the highest. Negative emotion ranged from -0.7, the lowest negative emotion, to 3.5, the highest. A positive score reflects greater than average for that type of emotion, and negative score reflects less than average for that type of emotion. 3. Self-Assessment Manikin (SAM) scale: two dimensional scales for how they felt, from (a) happy to unhappy (1 to 9), and (b) excited to calm (1 to 9) (Bradley \& Lang, 1994)

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

107 participants

Primary outcome timeframe

Immediately after the virtual reality task (average of 28 minutes post baseline)

Results posted on

2024-06-07

Participant Flow

While 107 participants were enrolled, eight withdrew after enrollment but prior to randomization to condition, without attending the single study session. Thus while enrollment was 107 the total started in the protocol flow was 99.

Participant milestones

Participant milestones
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Overall Study
STARTED
50
49
Overall Study
COMPLETED
50
49
Overall Study
NOT COMPLETED
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

One address could not be accurately geocoded and assigned a U.S. census tract, leading to one fewer participant for this baseline measure

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=50 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=49 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Total
n=99 Participants
Total of all reporting groups
Age, Continuous
16.03 years
STANDARD_DEVIATION 1.06 • n=50 Participants
15.85 years
STANDARD_DEVIATION 1.16 • n=49 Participants
15.94 years
STANDARD_DEVIATION 1.11 • n=99 Participants
Sex: Female, Male
Female
20 Participants
n=50 Participants
16 Participants
n=49 Participants
36 Participants
n=99 Participants
Sex: Female, Male
Male
30 Participants
n=50 Participants
33 Participants
n=49 Participants
63 Participants
n=99 Participants
Race/Ethnicity, Customized
African American / Black
3 Participants
n=50 Participants
2 Participants
n=49 Participants
5 Participants
n=99 Participants
Race/Ethnicity, Customized
Asian
6 Participants
n=50 Participants
5 Participants
n=49 Participants
11 Participants
n=99 Participants
Race/Ethnicity, Customized
Latinx / Hispanic
21 Participants
n=50 Participants
19 Participants
n=49 Participants
40 Participants
n=99 Participants
Race/Ethnicity, Customized
Multiracial
6 Participants
n=50 Participants
4 Participants
n=49 Participants
10 Participants
n=99 Participants
Race/Ethnicity, Customized
Native American, American Indian or Alaskan Native
0 Participants
n=50 Participants
2 Participants
n=49 Participants
2 Participants
n=99 Participants
Race/Ethnicity, Customized
Other
1 Participants
n=50 Participants
0 Participants
n=49 Participants
1 Participants
n=99 Participants
Race/Ethnicity, Customized
White
13 Participants
n=50 Participants
17 Participants
n=49 Participants
30 Participants
n=99 Participants
Parental Education
High School Education or Less
5 Participants
n=50 Participants
4 Participants
n=49 Participants
9 Participants
n=99 Participants
Parental Education
Some College or Associate's Degree
7 Participants
n=50 Participants
2 Participants
n=49 Participants
9 Participants
n=99 Participants
Parental Education
Bachelor's Degree
20 Participants
n=50 Participants
21 Participants
n=49 Participants
41 Participants
n=99 Participants
Parental Education
Master's Degree
13 Participants
n=50 Participants
16 Participants
n=49 Participants
29 Participants
n=99 Participants
Parental Education
Doctoral Degree or Equivalent
5 Participants
n=50 Participants
6 Participants
n=49 Participants
11 Participants
n=99 Participants
Neighborhood Poverty Rate
11.56 % below poverty in neighborhood
STANDARD_DEVIATION 11.02 • n=50 Participants • One address could not be accurately geocoded and assigned a U.S. census tract, leading to one fewer participant for this baseline measure
9.82 % below poverty in neighborhood
STANDARD_DEVIATION 8.3 • n=48 Participants • One address could not be accurately geocoded and assigned a U.S. census tract, leading to one fewer participant for this baseline measure
10.71 % below poverty in neighborhood
STANDARD_DEVIATION 9.77 • n=98 Participants • One address could not be accurately geocoded and assigned a U.S. census tract, leading to one fewer participant for this baseline measure

PRIMARY outcome

Timeframe: Immediately after the virtual reality task (average of 28 minutes post baseline)

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality presentation that lead to invalid data. One participant did not complete the measure of happy/unhappy

Multiple measures were used for emotion felt in the VR neighborhood: 1. Participants rate how strongly they felt 9 specific emotions (0-8 scale; 0 indicates none, 8 is the strongest possible feeling). 2. Two composite scores based on averaging responses for specific emotions: Positive emotion (enthusiasm, contentment, amusement) and Negative emotion (fear, sadness, disgust, anger). Averages were based on the standard score representing standard deviations above/below the mean. The mean score was 0. Positive emotion ranged from -1.9, the lowest positive emotion, to 2.0, the highest. Negative emotion ranged from -0.7, the lowest negative emotion, to 3.5, the highest. A positive score reflects greater than average for that type of emotion, and negative score reflects less than average for that type of emotion. 3. Self-Assessment Manikin (SAM) scale: two dimensional scales for how they felt, from (a) happy to unhappy (1 to 9), and (b) excited to calm (1 to 9) (Bradley \& Lang, 1994)

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=49 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=48 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Emotional Response
Amusement: from 0 (not at all) to 8 (strongest ever felt)
3.65 units on a scale
Standard Deviation 1.82
4.31 units on a scale
Standard Deviation 1.75
Emotional Response
Anger: from 0 (not at all) to 8 (strongest ever felt)
1.29 units on a scale
Standard Deviation 1.89
0.33 units on a scale
Standard Deviation 0.81
Emotional Response
Contentment / Happiness: from 0 (not at all) to 8 (strongest ever felt)
2.98 units on a scale
Standard Deviation 1.65
4.54 units on a scale
Standard Deviation 1.88
Emotional Response
Compassion: from 0 (not at all) to 8 (strongest ever felt)
3.18 units on a scale
Standard Deviation 2.09
2.56 units on a scale
Standard Deviation 2.32
Emotional Response
Disgust: from 0 (not at all) to 8 (strongest ever felt)
2.86 units on a scale
Standard Deviation 2.42
0.69 units on a scale
Standard Deviation 1.36
Emotional Response
Enthusiasm/excitement: from 0 (not at all) to 8 (strongest ever felt)
2.69 units on a scale
Standard Deviation 1.97
3.77 units on a scale
Standard Deviation 2.21
Emotional Response
Sadness: from 0 (not at all) to 8 (strongest ever felt)
2.67 units on a scale
Standard Deviation 2.37
0.33 units on a scale
Standard Deviation 0.69
Emotional Response
Surprise: from 0 (not at all) to 8 (strongest ever felt)
2.84 units on a scale
Standard Deviation 2.31
2.79 units on a scale
Standard Deviation 2.62
Emotional Response
Positive Emotion: Composite based on enthusiasm, contentment, amusement (Overall mean is 0)
-0.28 units on a scale
Standard Deviation 0.76
0.28 units on a scale
Standard Deviation 0.91
Emotional Response
Negative Emotion: Composite based on fear, sadness, disgust, anger (Overall mean is 0)
0.41 units on a scale
Standard Deviation 0.98
-0.42 units on a scale
Standard Deviation 0.34
Emotional Response
Fear: from 0 (not at all) to 8 (strongest ever felt)
1.59 units on a scale
Standard Deviation 2.21
0.44 units on a scale
Standard Deviation 0.92
Emotional Response
Happy-Unhappy: from 1 (happy) to 9 (unhappy) [Self-Assessment Manikin (SAM)]
4.58 units on a scale
Standard Deviation 1.66
3.4 units on a scale
Standard Deviation 1.61
Emotional Response
Excited-calm: from 1 (excited) to 9 (calm) [Self-Assessment Manikin (SAM)]
5.39 units on a scale
Standard Deviation 1.96
5.85 units on a scale
Standard Deviation 1.98

PRIMARY outcome

Timeframe: Measured 5 times: (1) end of baseline, (2) after virtual reality (VR) neighborhood (VR: 11 minutes, average), (3) after questionnaires (26 minutes after VR end, average), (4) video (recovery), after first 15 minutes, (5) after final 15 minutes of video

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. Sixteen participants (7 in virtual affluent condition, 9 in virtual disadvantaged condition) were removed due potential contamination between saliva samples across time in the study session.

Concentration of the stress hormone cortisol in saliva samples, measured in (µg/dL), that participants provide over the course of the study session to assess cortisol response

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=40 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=41 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Salivary Cortisol
Baseline (end)
0.121 µg/dL
Standard Deviation 0.063
0.135 µg/dL
Standard Deviation 0.123
Salivary Cortisol
Virtual Reality Neighborhood (immediately after)
0.134 µg/dL
Standard Deviation 0.066
0.182 µg/dL
Standard Deviation 0.156
Salivary Cortisol
Questionnaire completion
0.251 µg/dL
Standard Deviation 0.333
0.287 µg/dL
Standard Deviation 0.395
Salivary Cortisol
Video, After 15 minutes
0.261 µg/dL
Standard Deviation 0.419
0.361 µg/dL
Standard Deviation 0.584
Salivary Cortisol
Video, After 30 minutes
0.279 µg/dL
Standard Deviation 0.542
0.286 µg/dL
Standard Deviation 0.473

PRIMARY outcome

Timeframe: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant did not have blood pressure recordings and for one technical problems led to data not being recorded.

Systolic (SBP) and diastolic (DBP) blood pressure, in mmHG, measured and summarized across epochs in the study session.

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=47 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=48 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Blood Pressure
SBP, Questionnaires (mean, in mmHg)
120.41 mmHG
Standard Deviation 16.13
114.11 mmHG
Standard Deviation 17.46
Blood Pressure
SBP, Video, First 15 Minutes (mean, in mmHg)
115.29 mmHG
Standard Deviation 20.16
113.02 mmHG
Standard Deviation 23.54
Blood Pressure
SBP, Baseline (mean, in mmHg)
120.45 mmHG
Standard Deviation 17.65
117.79 mmHG
Standard Deviation 19.78
Blood Pressure
SBP, VR neighborhood (mean, in mmHg)
123.82 mmHG
Standard Deviation 23.46
125.97 mmHG
Standard Deviation 19.13
Blood Pressure
SBP, Video, Second, 15 Minutes (mean, in mmHg)
110.90 mmHG
Standard Deviation 22.62
113.79 mmHG
Standard Deviation 17.52
Blood Pressure
DBP, Baseline (mean, in mmHg)
70.14 mmHG
Standard Deviation 13.64
66.23 mmHG
Standard Deviation 13.65
Blood Pressure
DBP, VR neighborhood (mean, in mmHg)
76.29 mmHG
Standard Deviation 15.13
72.28 mmHG
Standard Deviation 16.22
Blood Pressure
DBP, Questionnaires (mean, in mmHg)
69.18 mmHG
Standard Deviation 11.91
68.22 mmHG
Standard Deviation 14.35
Blood Pressure
DBP, Video, First 15 Minutes (mean, in mmHg)
70.50 mmHG
Standard Deviation 15.91
67.31 mmHG
Standard Deviation 17.29
Blood Pressure
DBP, Video, Second 15 Minutes (mean, in mmHg)
66.07 mmHG
Standard Deviation 13.89
67.20 mmHG
Standard Deviation 11.22

PRIMARY outcome

Timeframe: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and another had minimal signal recorded across data collection.

Respiratory Sinus Arrhythmia (RSA) reflects parasympathetic nervous systemt activity and is used as an index of emotion regulation, with higher scores indicating greater parasympathetic activation. It is derived from the natural log of the power of high frequency heart rate variability (heart rate variability is the variability in the amount of time in between heart beats, and high frequency heart rate variability is the power of activity in the 0.15-0.4 Hz range). Based on electrocardiograph signals measured and summarized across epochs in the study session.

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=48 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=47 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Respiratory Sinus Arrhythmia (RSA)
RSA, VR neighborhood (Mean)
6.88 ms-squared
Standard Deviation 0.79
6.69 ms-squared
Standard Deviation 1.15
Respiratory Sinus Arrhythmia (RSA)
RSA, Baseline (Mean)
6.56 ms-squared
Standard Deviation 0.90
6.31 ms-squared
Standard Deviation 1.12
Respiratory Sinus Arrhythmia (RSA)
RSA, Questionnaires (Mean)
6.77 ms-squared
Standard Deviation 0.80
6.65 ms-squared
Standard Deviation 1.16
Respiratory Sinus Arrhythmia (RSA)
RSA, Video, First 15 Minutes (Mean)
6.76 ms-squared
Standard Deviation 0.88
6.79 ms-squared
Standard Deviation 1.04
Respiratory Sinus Arrhythmia (RSA)
RSA, Video, Second 15 Minutes (Mean)
6.89 ms-squared
Standard Deviation 0.82
6.90 ms-squared
Standard Deviation 0.90

PRIMARY outcome

Timeframe: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and four had minimal or low quality signal recorded across data collection.

Cardiac Output (CO) represents the volume of blood pumped by the heart (L/min). Increasing values indicate greater volume of blood pumped per unit time. Derived from impedance cardiography signals measured and and then summarized across epochs in the study session.

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=47 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=45 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Cardiac Output (CO)
CO, Baseline (mean)
5.35 L/min
Standard Deviation 1.99
5.50 L/min
Standard Deviation 2.13
Cardiac Output (CO)
CO, Video, Second 15 Minutes (mean)
5.28 L/min
Standard Deviation 1.72
5.15 L/min
Standard Deviation 1.62
Cardiac Output (CO)
CO, VR neighborhood (mean)
5.37 L/min
Standard Deviation 1.79
5.90 L/min
Standard Deviation 2.42
Cardiac Output (CO)
CO, Questionnaires (mean)
5.18 L/min
Standard Deviation 1.74
5.29 L/min
Standard Deviation 1.70
Cardiac Output (CO)
CO, Video, First 15 Minutes (mean)
5.30 L/min
Standard Deviation 1.82
5.12 L/min
Standard Deviation 1.73

PRIMARY outcome

Timeframe: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and four had minimal or low quality signal recorded across data collection.

Total peripheral resistance (TPR) is an index of an index of vasoconstriction (mean arterial pressure divided by cardiac output). Increasing values indicate greater vasoconstriction. Derived from impedance cardiography signals measured and and then summarized across epochs in the study session.

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=47 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=45 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Total Peripheral Resistance (TPR)
TPR, Video, Second 15 Minutes (mean)
17.96 mmHg*min/L
Standard Deviation 9.21
18.88 mmHg*min/L
Standard Deviation 9.29
Total Peripheral Resistance (TPR)
TPR, Baseline (mean)
18.82 mmHg*min/L
Standard Deviation 8.88
19.29 mmHg*min/L
Standard Deviation 12.80
Total Peripheral Resistance (TPR)
TPR, VR neighborhood (mean)
19.62 mmHg*min/L
Standard Deviation 8.28
18.05 mmHg*min/L
Standard Deviation 9.19
Total Peripheral Resistance (TPR)
TPR, Questionnaires (mean)
18.29 mmHg*min/L
Standard Deviation 7.55
18.04 mmHg*min/L
Standard Deviation 10.04
Total Peripheral Resistance (TPR)
TPR, Video, First 15 Minutes (mean)
19.07 mmHg*min/L
Standard Deviation 9.65
18.83 mmHg*min/L
Standard Deviation 9.79

PRIMARY outcome

Timeframe: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and four had minimal or low quality signal recorded across data collection.

Pre-ejection period (PEP) is a measure of sympathetic nervous system activation. Higher values indicate greater sympathetic activation. Derived from impedance cardiography (Q-point in ECG to B-point in impedance cardiography), signals are measured and and then summarized across epochs in the study session.

Outcome measures

Outcome measures
Measure
Virtual Reality Simulation of Neighborhood Disadvantage
n=47 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Virtual Reality Simulation of Neighborhood Affluence
n=45 Participants
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
Pre-ejection Period (PEP)
PEP, Baseline (mean)
114.69 ms
Standard Deviation 7.43
117.92 ms
Standard Deviation 7.64
Pre-ejection Period (PEP)
PEP, VR neighborhood (mean)
112.49 ms
Standard Deviation 6.42
113.84 ms
Standard Deviation 8.64
Pre-ejection Period (PEP)
PEP, Video, First 15 Minutes (mean)
114.29 ms
Standard Deviation 6.94
115.58 ms
Standard Deviation 7.43
Pre-ejection Period (PEP)
PEP, Video, Second 15 Minutes (mean)
113.28 ms
Standard Deviation 7.04
114.75 ms
Standard Deviation 8.18
Pre-ejection Period (PEP)
PEP, Questionnaires (mean)
112.97 ms
Standard Deviation 6.68
114.60 ms
Standard Deviation 8.68

Adverse Events

Virtual Reality Simulation of Neighborhood Disadvantage

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Virtual Reality Simulation of Neighborhood Affluence

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Daniel A. Hackman, Ph.D.

University of Southern California

Phone: (213) 821-3112

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place