The Effect of Immersive VR Distraction on Memory: Study 2
NCT ID: NCT07183839
Last Updated: 2025-09-24
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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COMPLETED
NA
20 participants
INTERVENTIONAL
2024-05-31
2025-02-11
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
CROSSOVER
BASIC_SCIENCE
SINGLE
Study Groups
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High Tech virtual reality
Participants used their cyberhands to interact with virtual objects while in immersive virtual reality, while they listen to and memorize a list of 15 study words rea to them from the real world.
Immersive Virtual Reality
While wearing an immersive VR helmet, participants grabbed virtual objects andd put them into a bowl of virtual water, while memorizing a list of words from the real world.
Low Tech VR
Participants wore an Apple Vision Pro VR goggles that allowed them to see the real world in their VR goggles, via video streaming from cameras mounted on the VR helmet, while memorizing a list of words they heard from the real world.
Plausible control condition
Participant passively viewed the laboratory room they saw while wearing Apple Vision Pro goggles, while memorizing a list of words read to them from the real world.
Interventions
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Immersive Virtual Reality
While wearing an immersive VR helmet, participants grabbed virtual objects andd put them into a bowl of virtual water, while memorizing a list of words from the real world.
Plausible control condition
Participant passively viewed the laboratory room they saw while wearing Apple Vision Pro goggles, while memorizing a list of words read to them from the real world.
Eligibility Criteria
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Inclusion Criteria
* 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
* 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
18 Years
ALL
Yes
Sponsors
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University of Washington
OTHER
Responsible Party
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Hunter Hoffman
Research Scientist at the UW Dept of Mechanical Engineering
Principal Investigators
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Hunter Hoffman, PhD
Role: PRINCIPAL_INVESTIGATOR
University of Washington
Locations
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University of Washington
Seattle, Washington, United States
Countries
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References
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Hoffman HG, Fontenot MR, Garcia-Palacios A, Greenleaf WJ, Alhalabi W, Curatolo M, Flor H. Adding tactile feedback increases avatar ownership and makes virtual reality more effective at reducing pain in a randomized crossover study. Sci Rep. 2023 May 22;13(1):7915. doi: 10.1038/s41598-023-31038-4.
Other Identifiers
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VRAnalgesia2025b
Identifier Type: -
Identifier Source: org_study_id
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