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Completed

NCT Number: NCT07394231

Exploring Innovative Strategies to Enhance Eye-Hand Coordination and Cognitive Functions Through Drone Catching Exercise.

Eye-hand coordination (EHC) is a critical cognitive-motor function that enables individuals to interact effectively with their environment through visually guided hand movements. It plays an essential role in daily activities such as reaching, grasping, and object manipulation. Previous studies have shown that targeted physical activities and sports can enhance EHC performance. However, aging is commonly associated with declines in EHC, executive function, and postural control, which can negatively affect independence in daily living. These age-related changes are also closely linked to cognitive decline and may contribute to the development of mild cognitive impairment (MCI), dementia, and Alzheimer's disease, thereby increasing the burden on families and healthcare systems.

To mitigate these effects, various cognitive-motor and technology-assisted training approaches have been proposed to improve EHC and cognitive function in older adults. While many existing EHC training systems are computerized and implemented using virtual reality (VR) or mixed reality (MR), accumulating evidence suggests that virtual environments may not fully replicate real-world eye-hand interactions. Limitations in depth perception, haptic feedback, and realism may alter visual fixation strategies, movement execution, and overall task performance, potentially reducing training effectiveness compared with real-world interactions.

Given these limitations, it remains unclear whether real-world EHC training provides greater benefits to executive functions and motor performance than virtual training. Therefore, this study aims to compare the acute effects of EHC exercise performed in a real-world environment and a mixed reality passthrough environment among older adults. The proposed EHC training task involves catching a real three-dimensional (3D) object guided by a physical mini drone, inspired by natural human behaviors such as swatting at flying insects, and its virtual counterpart involving a virtual 3D object and drone. The primary objective is to examine differences in executive functions, task performance, and postural stability between real and virtual EHC conditions. By identifying which training modality better supports cognitive-motor performance, this study seeks to inform the design of effective and engaging interventions for healthy aging and early prevention of cognitive decline.

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Key information

Conditions

Age range

60 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Motion Analysis Laboratory, Dept. of Biomedical Engineeing, 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

  • 60 years and older (65 years and older preferred).
  • Able to perform regular exercise.
  • Normal vision or normal vision after correction.

Exclusion criteria

  • Have a history of significant chronic diseases such as neurological (e.g., stroke, dementia, Parkinson's disease, poor vision, and hearing loss), cardiovascular, metabolic, pulmonary, or musculoskeletal diseases.
  • Have a history of significant motion sickness, active nausea, and vomiting, or epilepsy.
  • Fear of wearing a VR headset.

Treatment and study plan

Real Object-Based Catching System

Other

This condition involves a participant grasping a physical 3D object located beneath the drone in a real-world environment.

Virtual Object-Based Catching System

Other

The condition involves a participant grasping a virtual counterpart of a physical 3D object within a mixed reality (MR) passthrough environment.

Primary outcomes

  1. Executive Functions via Flanker-ERP Measurement

    Time frame: 2 hours

    Each participant underwent Flanker-ERP assessment at three stages: at baseline (pre-intervention) and following both the physical and virtual object-based EHC training sessions.

  2. Success Rate (SR)

    Time frame: 1-1.5 hours

    SR was measured for each participant during object-catching trials across two EHC training modalities: the physical and the virtual 3D object-based drone-catching systems.

  3. Reaction Time (RT)

    Time frame: 1-1.5 hours

    RT was measured for each participant during object-catching trials across two EHC training modalities: the physical and the virtual 3D object-based drone-catching systems.

  4. Movement Time (MT)

    Time frame: 1-1.5 hours

    MT was measured for each participant during object-catching trials across two EHC training modalities: the physical and the virtual 3D object-based drone-catching systems.

  5. Peak Hand Velocity (PHV)

    Time frame: 1-1.5 hours

    PHV was measured for each participant during object-catching trials across two EHC training modalities: the physical and the virtual 3D object-based drone-catching systems.

  6. Time-to-Peak Hand Velocity (TPHV)

    Time frame: 1-1.5 hours

    TPHV was measured for each participant during object-catching trials across two EHC training modalities: the physical and the virtual 3D object-based drone-catching systems.

  7. Center of Mass (CoM)

    Time frame: 1-1.5 hours

    The CoM of every participant while performing EHC training tasks was investigated regarding two different EHC training modalities, including physical object-based and virtual object-based drone-catching systems.

  8. Center of Pressure (CoP)

    Time frame: 1-1.5 hours

    The CoP of every participant while performing EHC training tasks was investigated regarding two different EHC training modalities, including physical object-based and virtual object-based drone-catching systems.

Secondary outcomes

  1. Subjective participant feedback on perceived task difficulty

    Time frame: 10-15 minutes

    Subjective participant feedback on perceived task difficulty regarding the physical and virtual object-based EHC training systems was collected using a 5-point Likert scale (1=very easy, 2=easy, 3=neutral, 4=difficult, and 5=very difficult).

  2. Subjective participant feedback on system preference

    Time frame: 10-15 minutes

    Subjective participant feedback regarding preference between the physical and virtual object-based EHC training systems was collected.

  3. Virtual Reality Sickness Questionnaire (VRSQ)

    Time frame: 10-15 minutes

    Adverse effects of the mixed reality environment were evaluated at the end of the experiment using the Virtual Reality Sickness Questionnaire (VRSQ). The VRSQ assesses the severity of nine distinct symptoms on a 4-point scale (none, slight, moderate, and severe). These symptoms include general discomfort, fatigue, headache, eye strain, difficulty focusing, fullness of the head, blurred vision, dizziness with eyes closed, and vertigo.

Sponsors and collaborators

Lead sponsor

National Cheng-Kung University Hospital

Other

Registry information

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Feb 6, 2026
Registry last updated
Feb 6, 2026

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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