Skip to main content
OpenTrials
Completed

NCT Number: NCT06615245

Measuring Attention During Immersive Virtual Reality Distraction

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).

Completed

Looking for future studies?

Notify Me

Key information

Conditions

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

University of Washington

Seattle, Washington, 98195, United States

About this study

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.

Who can participate

Healthy volunteers accepted: Yes

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

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

Treatment and study plan

No VR vs. immersive high tech VR

Behavioral

No VR vs. immersive High Tech VR

Plausible control vs immersive High Tech VR

Behavioral

plausible control condition vs. immersive high tech VR

Primary outcomes

  1. accuracy on an attention demanding cognitive test

    Time frame: for n = 16, responses will be made 15 seconds after the VR condition vs. 15 seconds after the No VR during 2 minute sessions. For n = 20 subjects responses will be made 15 s after the plausible control condition, and 15 seconds after the immersive VR.

    Number of correct responses on a divided attention task

Secondary outcomes

  1. graphic rating scale presence ratings

    Time frame: measured immediately after each two minute VR session.

    Graphic rating scale measures of patients illusion of "being there" in virtual reality.

  2. graphic rating scale subjective pain ratings

    Time frame: immediately after each brief Quantitative Sensory Testing thermal heat stimulus

    n = 20 participants report how much pain they experienced during No VR vs. during High Tech VR.

Other outcomes

  1. Graphic Rating Scale Difficulty performing the task and difficulty concentrating

    Time frame: immediately after each 2 minute session

    subjective ratings of difficulty performing the simple attention task

Sponsors and collaborators

Lead sponsor

Hunter Hoffman

Other

Registry information

Official study title

A Magic Bowl Low Tech Vs. High Tech Immersive Virtual Reality Distraction

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Sep 26, 2024
Registry last updated
Dec 6, 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.

Published trials that share one or more normalized conditions with this study.