The Use of Virtual Reality (VR) and the Change in Emotion in Hong Kong Elders
1 other identifier
interventional
236
1 country
1
Brief Summary
Virtual Reality (VR) is a technology that combines virtual technology and real-world scenario. In recent years, more and more neuroscience and psychology scientists utilised VR technology in their research. In Hong Kong, many of the community-dwelling elders are immobile. Long-term homestay may negatively affect the emotional state. Measuring the emotional change after administration of VR may prove it as an alternative tool for emotion intervention. The primary objective is to compare the improvement in the emotional changes between intergeneration interaction and the use of VR technology. The secondary objective is to evaluate the side effect after using VR technology. This is a randomized, open label-controlled trial with a crossover design. The subject will be randomized in a ratio of 1:1 into two different intervention groups, the VR group and the Intergeneration Interaction group. After 2 weeks of washout period, the VR group will receive Intergeneration Interaction and vice versa. The intervention phases last approximately 2 hours. The change in the emotional state will be assessed using the Positive and Negative Affect Scale. Any adverse event that causes by the VR will be recorded using the Simulator Sickness Questionnaire(SSQ). This trial is the first study in Hong Kong to investigate the change of emotional state after the administration of VR technology, targeting community-dwelling elders in Hong Kong.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Aug 2018
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
August 1, 2018
CompletedFirst Submitted
Initial submission to the registry
August 10, 2018
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 30, 2018
CompletedStudy Completion
Last participant's last visit for all outcomes
September 30, 2018
CompletedFirst Posted
Study publicly available on registry
January 10, 2019
CompletedJanuary 10, 2019
January 1, 2019
2 months
August 10, 2018
January 7, 2019
Conditions
Outcome Measures
Primary Outcomes (1)
Positive and Negative Affect Schedule (PANAS)
Measure the difference in mean score between the two intervention groups. The Positive and Negative Affect Schedule (PANAS) is consist of 20 emotions. Positive Affect Score consists of 10 positive emotions, while Negative Affect Score consists of 10 negative emotions. Positive Affect Score ranges from 10 to 50, a score of 30 indicates a higher level of positive emotion. Negative Affect Score ranges from 10 to 50, a score of 15 indicates a higher level of negative emotion. Total PANAS score is 100, added up by both Positive Affect Score and Negative Affect Score.
Major assessment points are scheduled prior to intervention(baseline), post intervention of the first visit (approximate 2 hours after baseline), and post intervention of the second visit (2 weeks after first intervention.)
Secondary Outcomes (3)
Simulator Sickness Questionnaire
Major assessment points are scheduled prior to intervention(baseline), post intervention of the first visit (approximate 2 hours after baseline), and post intervention of the second visit (2 weeks after first intervention.)
Positive and Negative Affect Schedule (PANAS)
Major assessment points are scheduled prior, post-intervention of first visit (approximate two hours after baseline)
Simulator Sickness Questionnaire
Major assessment points are scheduled prior, post-intervention of first visit (approximate two hours after baseline)
Study Arms (2)
Vitural Reality
EXPERIMENTALVirtual Reality 3D glass
Inter-generation interaction
ACTIVE COMPARATORElders-teenager interaction
Interventions
Subjects will wear a 3D glass and watch 3D pictures (or video) of landscapes or tourist sites in Hong Kong.
Secondary school student will play games and chats with secondary school students. Games involve identifying famous landscapes or tourist sites in Hong Kong
Eligibility Criteria
You may qualify if:
- Native Cantonese Speaker
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Caritas Elderly Centre - Sai Kung
Hong Kong, HK, Hong Kong
Study Officials
- PRINCIPAL INVESTIGATOR
Kelvin KF Tsoi, BSc, PhD
Chinese University of Hong Kong
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Associate Professor
Study Record Dates
First Submitted
August 10, 2018
First Posted
January 10, 2019
Study Start
August 1, 2018
Primary Completion
September 30, 2018
Study Completion
September 30, 2018
Last Updated
January 10, 2019
Record last verified: 2019-01