Virtual Reality and Social Cognition After Acquired Brain Injury
NCT ID: NCT05309005
Last Updated: 2022-11-10
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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UNKNOWN
200 participants
OBSERVATIONAL
2022-09-15
2024-12-31
Brief Summary
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Detailed Description
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TASIT is one of the few available standardized tests of social cognition with good and documented norms and psychometric properties. The original TASIT consists of three subtests, one subtest measuring emotion recognition and two subtests measuring Theory of Mind. It has an A and a B form for retest purposes. Each subtest consists of short videos depicting various social scenes. The participant's task is to identify a character's emotions, beliefs or intentions, depending on the subtest. TASIT predicts social cognitive impairments in several patient groups, including ABI.
VR is an immersive, computer-generated three-dimensional environment. Computer- and behavioral interfaces are used to simulate the behavior of 3D entities that interact in real time with a user who is immersed in the virtual environment. VR facilitates a sense of social presence, i.e. a feeling of being part of social situations, not attainable in a two-dimensional medium. Assessing social cognition in a virtual environment with higher social presence could increase the test's ecological validity.
For the Norwegian version of TASIT the manuscripts from all videos from the A form were translated into Norwegian. The original dialogues and plot lines from the original test were retained, except minor adaptations for modernization purposes and to exploit the potential for social presence in VR. The scenes were filmed with a 360-degree camera, allowing production of one immersive three-dimensional VR version (VR TASIT) and a standard, two-dimensional desktop version (DT TASIT). The versions are otherwise identical.
Research Questions: The overall aim is to improve assessment and understanding of social cognitive impairment in patients with ABI. This will be done by investigating the psychometric properties and validity of a VR version of TASIT.
The primary research question is:
1. What is the construct validity (known groups validity, convergent and divergent validity) and test-retest reliability of a Norwegian VR version of TASIT (VR TASIT), and are the psychometric properties comparable or improved compared to the original test?
Secondary research questions are:
2. Does the VR version of TASIT contribute to increased ecological validity in assessment of social cognition?
3. Does the application of VR TASIT result in increased cognitive load compared to the 2D version, and thus in higher correlations with tests of processing speed, attention, abstract thinking and executive functioning?
Conditions
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Study Design
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COHORT
PROSPECTIVE
Study Groups
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ABI group
The patient group consists of 100 patients with acquired brain injury (e.g. cerebrovascular incidents, anoxia, encephalitis and non-progressive brain tumors)
VR TASIT
Consists of a Norwegian adaptation of the 59 videos of social scenes that constitute the A Form in the original TASIT. The stimulus material in the Virtual Reality version is perceived through a head mounted display. This allows the test person to watch the scenes in three dimensions and a 360 degree angle, increasing the sense of social presence.
DT TASIT
Consists of a Norwegian adaptation of the 59 videos of social scenes that constitute the A Form in the original TASIT, with identical content as the VR TASIT. The stimulus material in the desktop version is perceived on a two dimensional desktop computer screen.
Healthy control group
100 healthy adults will be matched to the patients with respect to age, gender and education.
VR TASIT
Consists of a Norwegian adaptation of the 59 videos of social scenes that constitute the A Form in the original TASIT. The stimulus material in the Virtual Reality version is perceived through a head mounted display. This allows the test person to watch the scenes in three dimensions and a 360 degree angle, increasing the sense of social presence.
DT TASIT
Consists of a Norwegian adaptation of the 59 videos of social scenes that constitute the A Form in the original TASIT, with identical content as the VR TASIT. The stimulus material in the desktop version is perceived on a two dimensional desktop computer screen.
Interventions
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VR TASIT
Consists of a Norwegian adaptation of the 59 videos of social scenes that constitute the A Form in the original TASIT. The stimulus material in the Virtual Reality version is perceived through a head mounted display. This allows the test person to watch the scenes in three dimensions and a 360 degree angle, increasing the sense of social presence.
DT TASIT
Consists of a Norwegian adaptation of the 59 videos of social scenes that constitute the A Form in the original TASIT, with identical content as the VR TASIT. The stimulus material in the desktop version is perceived on a two dimensional desktop computer screen.
Eligibility Criteria
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Inclusion Criteria
* Physically able to operate VR technology
* Norwegian skills adequate to understand instructions and dialogues in TASIT videos.
Exclusion Criteria
* Apraxia affecting their ability to use VR-equipment
* Visual neglect
* Severe mental illness or co-existing neurological disorders
18 Years
65 Years
ALL
No
Sponsors
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Norwegian University of Science and Technology
OTHER
Sunnaas Rehabilitation Hospital
OTHER
Responsible Party
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Principal Investigators
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Marianne Løvstad, Professor
Role: PRINCIPAL_INVESTIGATOR
Sunnaas Rehabilitation Hospital and University of Oslo
Locations
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Sunnaas Rehabilitation Hospital
Nesoddtangen, Akershus, Norway
Countries
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Central Contacts
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Facility Contacts
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Other Identifiers
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Sosial kognisjon
Identifier Type: -
Identifier Source: org_study_id
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