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OpenTrials
Completed

NCT Number: NCT06412887

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

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

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Key information

Conditions

Age range

20 year–90 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

National Cheng Kung University

Tainan, 701, Taiwan

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

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.

Treatment and study plan

Virtual Reality Headset

Device

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

Primary outcomes

  1. Oxygenated hemoglobin (HbO)

    Time frame: 1 hour

    The Oxygenated hemoglobin (HbO) was measured while the participants play the game under both conditions

  2. Game performance1 (Amount of grasp initiated)

    Time frame: 1 hour

    This unitless metric counts the number of times the subject initiates a grasp while playing the game, a higher amount of grasp initiated signifies worst performance

  3. Game performance2 (Memory task accuracy)

    Time frame: 1 hour

    This percentage is calculated by dividing the amount of correct response by the total amount of response. A larger perrcentage represents better performance

Secondary outcomes

  1. Manual dexterity

    Time frame: 5 minutes

    The manual dexterity of each participant was measured using the Purdue Pegboard Test at the beginning of the experiment

  2. Maximum voluntary pinch force

    Time frame: 5 minutes

    The maximum voluntary pinch force of each particapant were measured using the Jamar pinch dynamometer at the beginning of the experiment

  3. Recall

    Time frame: 5 minutes

    The ability to recall information of each particapant was measured using the forward digit span test at the beginning of the experiment

Sponsors and collaborators

Lead sponsor

National Cheng-Kung University Hospital

Other

Registry information

Important dates

Study start
2023
Primary completion
2023
Study completion
2023
First posted
May 14, 2024
Registry last updated
May 14, 2024

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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