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Completed

NCT Number: NCT05583903

Usability, Acceptability, and Safety of Virtual Reality-based Cognitive Intervention

This study aims to determine feasibility, acceptability, and usability, and to assess the safety of using a virtual reality-based software called ''ReCognitionVR'' in healthy volunteers.

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Key information

Conditions

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Houston Methodist Research Institute

Houston, Texas, 77030, United States

About this study

Virtual reality (VR) imitates reality by creating an artificial 3-D environment using computing technology or software. Using this software with a headset, a virtual environment is created, which cognitively stimulates the user's brain to think they are in an artificial world. Creating a virtual environment allows flexibility and measurement of different types of stimuli while recording the various responses provided by users in the controlled virtual environment. VR strengthens the brain's ability to focus, learn, and retain experience. VR for attention deficit disorders has been reported to have promising results. This trial aims to follow in similar footsteps using the gamification of exercises for cognitive stimulation in healthy volunteers to record outcomes and perform usability testing. These exercise "games" allow users to focus and pay attention to the game while helping reorient and cognitively stimulate the user's brain. The games are built with increasing difficulty and complexity of user demand and output. A novel, 3D-simulated software platform prototype called ''ReCognitionVR'' was developed to provide VR-based cognitive exercises to healthy participants for testing.

The premise of this trial is that VR-based cognitive stimulation software will allow the controlled delivery of structured cognitive exercises focusing on orientation, attention, memory, and executive functions. The system will allow customized frequency and duration of cognitive exercises based on the users' difficulty level in a delightfully relaxed- environment with music.

According to our institutional review board recommendations, this pilot study will be conducted in two steps on two different cohorts which are as follows:

In the first step, the usability, acceptability, and safety of ReCognitionVR-based cognitive exercises will be evaluated on elderly healthy subjects. This study's results will inform the design of a second-step pilot study.

In the second step, the usability, acceptability, and safety of ReCognitionVR-based cognitive exercise will be evaluated for elderly surgical patients who are at high risk for the development of delirium.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Age 18-35 years or ≥60 years
  • Healthy volunteers who meet one of the following criteria according to their self-reported medical history:
  • American Society of Anesthesiologists (ASA) 1: A normal healthy patient. Example: Fit, nonobese (BMI under 30), a nonsmoking patient with good exercise tolerance.
  • ASA 2: A patient with mild systemic disease. Example: Patient with no functional limitations and a well-controlled disease (eg, treated hypertension, obesity with BMI under 35, frequent social drinker, but is nonsmoking).

Exclusion criteria

  • Age <18 years; 36-59 years
  • Person with active psychiatric disorders, especially schizophrenia
  • Person who is deaf or blind

Treatment and study plan

Virtual Reality Software

Other

The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.

Other names: ReCognition Virtual Reality Software

Primary outcomes

  1. Percentage of Participants Using Virtual Reality Software at 20 Minutes After Start

    Time frame: 20 minutes after the start of software use

    Whether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)

Secondary outcomes

  1. Participants With a System Usability Scale Score >35

    Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

    The proportion of participants with a System Usability Scale score >35 on a scale of 0-100, where higher scores mean better usability.

  2. Participant High Score in Easy Mode

    Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

    Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

  3. Participant High Score in Medium Difficulty Mode

    Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

    Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

  4. Participant High Score in Hard Mode

    Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

    Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

  5. Change From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use

    Time frame: Baseline and 10 minutes

    Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute heart rate - baseline heart rate

  6. Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use

    Time frame: Baseline and 10 minutes

    Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute oxygen saturation - baseline oxygen saturation

  7. Change From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use

    Time frame: Baseline and 10 minutes

    Respiratory rate at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute respiratory rate - baseline respiratory rate rate

  8. Change From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use

    Time frame: Baseline and 10 minutes

    Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure

  9. Change From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use

    Time frame: Baseline and 10 minutes

    Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure

  10. Change From Baseline in Heart Rate After Completion of Virtual Reality Software Use

    Time frame: Baseline and the completion of the software game, up to 2 hours

    Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion heart rate - baseline heart rate

  11. Change From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software Use

    Time frame: Baseline and the completion of the software game, up to 2 hours

    Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion oxygen saturation - baseline oxygen saturation

  12. Change From Baseline in Respiratory Rate After Completion of Virtual Reality Software Use

    Time frame: Baseline and the completion of the software game, up to 2 hours

    Respiratory rate at baseline (immediately prior to software use) and after completion of the software game. Change = completion respiratory rate - baseline respiratory rate rate

  13. Change From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software Use

    Time frame: Baseline and the completion of the software game, up to 2 hours

    Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

  14. Change From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software Use

    Time frame: Baseline and the completion of the software game, up to 2 hours

    Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

Sponsors and collaborators

Lead sponsor

The Methodist Hospital Research Institute

Other

Collaborators

  • National Institute on Aging (NIA)

Registry information

Official study title

Usability and Acceptability of Virtual Reality-based Cognitive Stimulation by Healthy Participants

Important dates

Study start
2022
Primary completion
2023
Study completion
2023
First posted
Oct 18, 2022
Registry last updated
Jun 10, 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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