Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly
NCT ID: NCT06117319
Last Updated: 2025-08-27
Study Results
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View full resultsBasic Information
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COMPLETED
NA
34 participants
INTERVENTIONAL
2023-02-27
2024-04-16
Brief Summary
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* To what extent can virtual reality be a tool to support health in older adults?
* What are the support needs of older adults in learning to use this immersive technology?
Participants are invited to complete 5 weekly training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
NONE
Study Groups
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Individual assistance
5 sessions with individual assistance
The Virtual Reality (VR) activity will take the form of five (5) weekly training sessions.
* Session 1(day 1): Basics of VR.
* Session 2(day 8): 1-multiplayer game mode.
* Session 3(day 15): Playing with a library. Browsing a library
* Session 4(day 22): 2-individual game mode.
* Session 5(day 29): Game practice.
For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls.
Individual assistance Virtual reality training sessions
5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective assistance
4 sessions with collective assistance and 1 session with individual assistance (session 5)
The Virtual Reality (VR) activity will take the form of five (5) training sessions.
* Session 1(day 1): Basics of VR.
* Session 2(day 8): 1-multiplayer game mode.
* Session 3(day 15): Playing with a library. Browsing a library
* Session 4(day 22): 2-individual game mode.
* Session 5(day 29): Game practice.
For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls.
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Collective assistance Virtual reality training sessions
4 virtual reality training sessions where feedback will be provided to the whole group by the research team and 1 session where feedback will be individual. No participant was ever assigned to this intervention.
Interventions
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Individual assistance Virtual reality training sessions
5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective assistance Virtual reality training sessions
4 virtual reality training sessions where feedback will be provided to the whole group by the research team and 1 session where feedback will be individual. No participant was ever assigned to this intervention.
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
* Being at risk for epilepsy
64 Years
ALL
Yes
Sponsors
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Natural Sciences and Engineering Research Council, Canada
OTHER
SEC Fonds Immobilier Groupe Maurice
UNKNOWN
TOPMED
OTHER
Responsible Party
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Locations
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Edith Martin
Québec, Quebec, Canada
Countries
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Provided Documents
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Document Type: Study Protocol
Document Type: Informed Consent Form
Other Identifiers
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RD-277_VR and elderly
Identifier Type: -
Identifier Source: org_study_id
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