Trial Outcomes & Findings for Immersive Virtual Reality for Visuo-motor Integration Skill Assessment (NCT NCT04612049)
NCT ID: NCT04612049
Last Updated: 2023-06-12
Results Overview
Lag between eye end time and hand end time (i.e. eye movement time - hand movement time)
TERMINATED
NA
12 participants
During testing.
2023-06-12
Participant Flow
Participant milestones
| Measure |
Children With Hemiplegia
40 children with hemiplegia, 7-16 years-old at Gross Motor Function Classification System (GMFCS) Levels I-III and Manual Ability Classification System (MACS) Levels I-II will be recruited as participants. This age range was chosen based on our preliminary research in which children under the age of 7 had difficulty attending to repetitive task practice. Individuals will be recruited without regard to race or ethnicity. Our goal is to have a study sample that is 50% male and 50% female, and approximates the population of the Greater Boston, MA region.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
Typically Developing Children
40 typically developing children, 7-16 years-old.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
|---|---|---|
|
Overall Study
STARTED
|
12
|
0
|
|
Overall Study
COMPLETED
|
12
|
0
|
|
Overall Study
NOT COMPLETED
|
0
|
0
|
Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Immersive Virtual Reality for Visuo-motor Integration Skill Assessment
Baseline characteristics by cohort
| Measure |
Children With Hemiplegia
n=12 Participants
40 children with hemiplegia, 7-16 years-old at Gross Motor Function Classification System (GMFCS) Levels I-III and Manual Ability Classification System (MACS) Levels I-II will be recruited as participants. This age range was chosen based on our preliminary research in which children under the age of 7 had difficulty attending to repetitive task practice. Individuals will be recruited without regard to race or ethnicity. Our goal is to have a study sample that is 50% male and 50% female, and approximates the population of the Greater Boston, MA region.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
Typically Developing Children
40 typically developing children, 7-16 years-old.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
Total
n=12 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
10.25 years
STANDARD_DEVIATION 2.84 • n=5 Participants
|
—
|
10.25 years
STANDARD_DEVIATION 2.84 • n=5 Participants
|
|
Sex: Female, Male
Female
|
8 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
8 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
4 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
4 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
12 Participants
n=5 Participants
|
—
|
12 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Black or African American
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
10 Participants
n=5 Participants
|
—
|
10 Participants
n=5 Participants
|
|
Race (NIH/OMB)
More than one race
|
2 Participants
n=5 Participants
|
—
|
2 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
—
|
0 Participants
n=5 Participants
|
PRIMARY outcome
Timeframe: During testing.Population: Unfortunately our kinematics plan for the 2D task did not enable collection of this outcome measure in the computerized 2D environment and as such we do not report it here for either 2D or immersive 3D.
Lag between eye end time and hand end time (i.e. eye movement time - hand movement time)
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: Pre-testing.Population: No typically developing children were included in the study.
The Beery-Bukentica VMI, which is the unabbreviated scale title, is a test of visual-motor integration skills involving geometric design copying tasks. The administration time is 10-15 minutes. Children copy a series of increasingly complex designs using their preferred hand. We used the standard score, which ranges from 0 (minimum) to 100 (maximum). Higher scores indicate better VMI skills.
Outcome measures
| Measure |
Children With Hemiplegia
n=12 Participants
40 children with hemiplegia, 7-16 years-old at Gross Motor Function Classification System (GMFCS) Levels I-III and Manual Ability Classification System (MACS) Levels I-II will be recruited as participants. This age range was chosen based on our preliminary research in which children under the age of 7 had difficulty attending to repetitive task practice. Individuals will be recruited without regard to race or ethnicity. Our goal is to have a study sample that is 50% male and 50% female, and approximates the population of the Greater Boston, MA region.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
Typically Developing Children
40 typically developing children, 7-16 years-old.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
|---|---|---|
|
Beery-Buktenica VMI Test 6th Edition (Short Form)
|
83.64 score on a scale
Standard Deviation 21.97
|
—
|
SECONDARY outcome
Timeframe: Pre-testingPopulation: No typically developing children took part in the study.
he Box and Block Test (BBT) measures unilateral gross manual dexterity. Participants pick up blocks on one side of a wooden box and transport them to the other side, one at a time. The number of blocks successfully transported in one minute is scored. If a block falls or 2 blocks are picked up, it is not counted in the total. The minimum is zero. The maximum number of blocks is 150. A higher number of blocks indicates better gross manual dexterity, otherwise known as fine motor skills.
Outcome measures
| Measure |
Children With Hemiplegia
n=12 Participants
40 children with hemiplegia, 7-16 years-old at Gross Motor Function Classification System (GMFCS) Levels I-III and Manual Ability Classification System (MACS) Levels I-II will be recruited as participants. This age range was chosen based on our preliminary research in which children under the age of 7 had difficulty attending to repetitive task practice. Individuals will be recruited without regard to race or ethnicity. Our goal is to have a study sample that is 50% male and 50% female, and approximates the population of the Greater Boston, MA region.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
Typically Developing Children
40 typically developing children, 7-16 years-old.
Immersive virtual reality visuo-motor skill assessment: Visuo-motor skill assessment in an immersive 3D virtual environment using a head-mounted display.
|
|---|---|---|
|
Box and Blocks
|
19.75 Number of blocks transported
Standard Deviation 16.21
|
—
|
Adverse Events
Children With Hemiplegia
Typically Developing Children
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place