Effects of Adding Force Control to a VR Game on Brain Activation

NCT ID: NCT06412887

Last Updated: 2024-05-14

Study Results

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

24 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-07-10

Study Completion Date

2023-08-11

Brief Summary

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One of the major contributor for the lower quality of living in the aged population, is the reduction in hand function. To mitigate this, several virtual-reality based hand rehabilitation/training systems have been developed.

However, most of these systems are solely controlled by hand gestures, and do not incorporate the force between the fingertips. Which is not the case for grabbing things in real life. With that in mind, the researchers assumed that a virtual-reality based hand rehabilitation/training system that incorporates force control into its input can be more beneficial in terms of recovering one's hand function.

To test out this claim, subjects were recruited and tasked to play a game using both input systems (wfc and wofc), while their brain activity while using both input system was simultaneously recorded using functional near infrared spectroscopy and compared

Detailed Description

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Conditions

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Healthy Aging

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

Subjects play the virtual reality game using the wfc input system followed by the wofc input system
Primary Study Purpose

PREVENTION

Blinding Strategy

NONE

The subjects were informed regarding which input system was to be used

Study Groups

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with force control (wfc)

Users play the game using the conventional virtual reality input system with force control

Group Type ACTIVE_COMPARATOR

Virtual reality headset

Intervention Type DEVICE

Meta-Quest 2 virtual reality headset was used in this study

without force control (wofc)

Users play the game using the conventional virtual reality input system

Group Type EXPERIMENTAL

Virtual reality headset

Intervention Type DEVICE

Meta-Quest 2 virtual reality headset was used in this study

Interventions

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Virtual reality headset

Meta-Quest 2 virtual reality headset was used in this study

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* With normal vision or wearing prescription glass that can fit inside the Meta Quest 2 VR headset.
* Able to understand English, Chinese, or Taiwanese language.

Exclusion Criteria

* Experiencing motion sickness after prolonged usage of VR headsets
* Having chronic diseases or injuries that can prevent them from participating in the experiment such as: hand injuries, missing fingers, blindness, deafness, hearing impairments, etc.
Minimum Eligible Age

20 Years

Maximum Eligible Age

90 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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National Cheng-Kung University Hospital

OTHER

Sponsor Role lead

Responsible Party

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Fong Chin Su

Chair Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Fong-Chin Su, PhD

Role: PRINCIPAL_INVESTIGATOR

Chair Professor

Locations

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National Cheng Kung University

Tainan City, , Taiwan

Site Status

Countries

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Taiwan

References

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Reference Type BACKGROUND
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PMID: 24878351 (View on PubMed)

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Reference Type BACKGROUND
PMID: 15990417 (View on PubMed)

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Reference Type BACKGROUND
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Howard, M. C. (2017). A meta-analysis and systematic literature review of virtual reality rehabilitation programs. Computers in Human Behavior, 70, 317-327. https://doi.org/10.1016/j.chb.2017.01.013

Reference Type BACKGROUND

Pereira, M. F., Prahm, C., Kolbenschlag, J., Oliveira, E., & Rodrigues, N. F. (2020). A Virtual Reality Serious Game for Hand Rehabilitation Therapy. 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), 1-7. https://doi.org/10.1109/SeGAH49190.2020.9201789

Reference Type BACKGROUND

Vanbellingen T, Filius SJ, Nyffeler T, van Wegen EEH. Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study. Front Neurol. 2017 Dec 8;8:654. doi: 10.3389/fneur.2017.00654. eCollection 2017.

Reference Type BACKGROUND
PMID: 29276499 (View on PubMed)

Friedman N, Chan V, Reinkensmeyer AN, Beroukhim A, Zambrano GJ, Bachman M, Reinkensmeyer DJ. Retraining and assessing hand movement after stroke using the MusicGlove: comparison with conventional hand therapy and isometric grip training. J Neuroeng Rehabil. 2014 Apr 30;11:76. doi: 10.1186/1743-0003-11-76.

Reference Type BACKGROUND
PMID: 24885076 (View on PubMed)

Bae SJ, Jang SH, Seo JP, Chang PH. The Optimal Speed for Cortical Activation of Passive Wrist Movements Performed by a Rehabilitation Robot: A Functional NIRS Study. Front Hum Neurosci. 2017 Apr 20;11:194. doi: 10.3389/fnhum.2017.00194. eCollection 2017.

Reference Type BACKGROUND
PMID: 28473763 (View on PubMed)

Zheng J, Ma Q, He W, Huang Y, Shi P, Li S, Yu H. Cognitive and motor cortex activation during robot-assisted multi-sensory interactive motor rehabilitation training: An fNIRS based pilot study. Front Hum Neurosci. 2023 Feb 9;17:1089276. doi: 10.3389/fnhum.2023.1089276. eCollection 2023.

Reference Type BACKGROUND
PMID: 36845877 (View on PubMed)

Xia W, Dai R, Xu X, Huai B, Bai Z, Zhang J, Jin M, Niu W. Cortical mapping of active and passive upper limb training in stroke patients and healthy people: A functional near-infrared spectroscopy study. Brain Res. 2022 Aug 1;1788:147935. doi: 10.1016/j.brainres.2022.147935. Epub 2022 Apr 29.

Reference Type BACKGROUND
PMID: 35500604 (View on PubMed)

Hummel, J., Dodiya, J., Wolff, R., Gerndt, A., & Kuhlen, T. (2013). An evaluation of two simple methods for representing heaviness in immersive virtual environments. 2013 IEEE Symposium on 3D User Interfaces (3DUI), 87-94. https://doi.org/10.1109/3DUI.2013.6550202

Reference Type BACKGROUND

Other Identifiers

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112-181

Identifier Type: -

Identifier Source: org_study_id

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