Measuring Attention During Immersive Virtual Reality Distraction

NCT ID: NCT06615245

Last Updated: 2024-12-06

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

36 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-10-01

Study Completion Date

2024-11-24

Brief Summary

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Brief Summary

Using a repeated measures within-subject design with treatment order randomized, with healthy volunteers, this study will measure how much immersive Virtual Reality (VR) reduces performance on a simple attention demanding task during No VR vs. High Tech VR (for one group of 16 participants), and during a plausible control see through VR vs. High Tech VR (for another group of 20 participants).

The primary aim is to explore whether a highly immersive VR system makes VR significantly more attention demanding/distracting, compared to No VR, and compared to a less immersive VR system (a plausible controlled see through goggles).

Detailed Description

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Healthy college student volunteers will participate in a repeated measure within subject trial studying attention using a divided attention paradigm.

One group of participants (16 healthy volunteers) will perform a simple attention demanding task during No VR for 2 minutes and they will perform the attention demanding task again during High Tech VR for 2 minutes.

Another group of 20 healthy volunteers will perform a simple attention demanding task during a less immersive see through VR (a plausible control condition) for 2 minutes and they will also perform the attention demanding task again during immersive High Tech VR for 2 minutes (treatment order randomized). This group will also rate their pain and anxiety during Quantitative Sensory Testing very brief thermal heat stimuli during No VR vs. during immersive high tech VR.

Conditions

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Distraction

Keywords

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virtual reality distraction

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

within subject repeated measures design with treatment order randomized
Primary Study Purpose

BASIC_SCIENCE

Blinding Strategy

DOUBLE

Participants Outcome Assessors
Each participant will eventually get to try virtual reality, but participants will not be informed that some people receive a more immersive virtual reality than other people. In other words, participants will remain blind to the high tech vs. Low tech VR manipulation.

Study Groups

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n = 16 participants: No VR condition vs. Immersive VR

Participants will perform a simple attention demanding task during No VR for 2 minutes, and again during a Immersive High Tech Virtual Reality game distraction. They will also rate how distracted they were and how hard it was to concentrate on the attention demanding task during each 2 minute task.

Group Type SHAM_COMPARATOR

No VR vs. immersive high tech VR

Intervention Type BEHAVIORAL

No VR vs. immersive High Tech VR

n = 20 participants: plausible control (see through VR) condition vs. immersive High Tech VR

20 healthy volunteer participants will perform a simple attention demanding task during a plausible control (see through) VR for 2 minutes, and again during an immersive High Tech Virtual Reality distraction (treatment order randomized). They will also rate how distracted they were and how hard it was to concentrate on the attention demanding task during the 2 minute tasks. During Phase 2 they will also rate their pain and anxiety during a brief thermal stimulus Quantitative Sensory Testing) during No VR vs. during immersive High Tech VR.

Group Type ACTIVE_COMPARATOR

Plausible control vs immersive High Tech VR

Intervention Type BEHAVIORAL

plausible control condition vs. immersive high tech VR

Interventions

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No VR vs. immersive high tech VR

No VR vs. immersive High Tech VR

Intervention Type BEHAVIORAL

Plausible control vs immersive High Tech VR

plausible control condition vs. immersive high tech VR

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Currently enrolled in a course at the University of Washington Psychology Dept., participating in the University of Washington (UW) Psychology subject pool
* Able to read, write and comprehend English
* Able to complete study measures
* Willing to follow our UW approved instructions
* 18 years of age or older

Exclusion Criteria

* People who have already previously participated in this same study (e.g., last quarter) are not eligible to participate again.
* Not enrolled in a course at the University of Washington Psychology Dept., not participating in the UW Psychology subject pool
* Not be able to read, write and comprehend English
* Younger than 18 years of age.
* Not capable of completing measures
* Not capable of indicating pain intensity,
* Not capable of filling out study measures,
* Extreme susceptibility to motion sickness,
* Seizure history,
* Unusual sensitivity or lack of sensitivity to pain,
* Sensitive skin,
* Sensitive feet
* Migraines
* Diabetes
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Hunter Hoffman

OTHER

Sponsor Role lead

Responsible Party

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Hunter Hoffman

Director, Principle Investigator, Sr. Research Scientist

Responsibility Role SPONSOR_INVESTIGATOR

Principal Investigators

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Hunter G Hoffman, Ph.D.

Role: PRINCIPAL_INVESTIGATOR

University of Washington

Locations

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University of Washington

Seattle, Washington, United States

Site Status

Countries

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United States

Other Identifiers

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UWashington

Identifier Type: -

Identifier Source: org_study_id