Study Stopped
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Immersive VR Environments to Induce and Evaluate Cognitive Fatigability
Development of Immersive VR Environments to Induce and Evaluate Cognitive Fatigability: User Experience and Healthy Control Studies
2 other identifiers
observational
24
1 country
1
Brief Summary
Background: Immersive virtual reality (VR) technology is used by researchers to measure how people respond to complex stimuli in a controlled environment. Cognitive fatigue (CF) can result in serious consequences such as mistakes and accidents. Researchers want to see if VR can be used to learn more about CF. Objective: To test the user experience of a VR program designed to study individual differences in the susceptibility to develop CF in healthy people while performing activities of daily living. Eligibility: Healthy adults ages 18-75 from the Washington Metropolitan area Design: Participants will be screened with questions about their health and medical history. The VR program simulates a real-world grocery shopping environment. Participants will be given a shopping task. Participants will be seated. They will wear a head-mounted display (HMD) for 1.5 hours. The device is worn on the head. It presents images to the eyes. Eye-tracking data may be collected through the HMD. The following will happen in the VR environment:
- Participants will be seated at a kitchen table. They will complete a pillbox task 2 times.
- Participants will be placed in a small grocery store. They will be trained how to use the controllers to shop.
- Participants will appear to be seated in front of a screen. They will be shown how to answer questions about how tired they feel and if the tasks are hard to do.
- Participants will be placed in a large grocery store. They will complete a shopping task. Participants will complete surveys. They will also answer questions about the VR experience. Participants will have 1 or 2 study visits. It will last 3-4 hours total.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for all trials
Started Jun 2021
Typical duration for all trials
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
First Submitted
Initial submission to the registry
May 11, 2021
CompletedFirst Posted
Study publicly available on registry
May 12, 2021
CompletedStudy Start
First participant enrolled
June 16, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
October 3, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
October 3, 2023
CompletedOctober 16, 2023
October 1, 2023
2.3 years
May 11, 2021
October 13, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Phase 1: The total tally of the number of times a subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment.
Phase 1: The outcome is the effectiveness of the grocery shopping training experience as indicated by the ability of healthy adults to perform all required shopping tasks in the immersive virtual reality environment.
During study
Phase 2: The level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale- Fatigue (VAS-F).
Phase 2: Self-reported change in cognitive fatigue.
During study
Secondary Outcomes (2)
Obtain initial data pertaining to the environment's ability to create feelings of fatigue as intended.
During study
Identify performance and potential eye tracking measures that objectively identify fatigability.
During study
Study Arms (1)
Healthy Volunteers
From the Washington, D.C. metropolitan area
Eligibility Criteria
Healthy volunteers from the Washington D.C. metropolitan area
You may qualify if:
- Male or female participant aged 18-75
- Willingness to complete study procedures
- Willing to provide feedback about VR experiences
- Able to provide his/her own consent
You may not qualify if:
- Not fluent in English
- Any impairment in visual functioning (e.g., 3-d depth perception, visual acuity, oculomotor control) not corrected with lenses
- Eye pain or iritis
- Susceptibility to photogenic seizures and/or diagnosis of seizure disorder
- Inability to use hands to manipulate objects
- Diagnosis of a neurological condition
- Diagnosis of a sleep disorder
- Current treatment for chronic physical pain, migraines, any diagnosis of a clinical condition associated with cognitive or physical fatigue (e.g. multiple sclerosis, chronic fatigue syndrome, etc.)
- Any history of acquired brain injury
- Current cold/flu symptoms
- NINR employee/staff or subordinate, relative, and/or co-worker of NINR employee/staff or a study investigator.
- For phase 2, participation in phase 1
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
National Institutes of Health Clinical Center
Bethesda, Maryland, 20892, United States
Related Publications (1)
Holdnack JA, Brennan PF. Usability and Effectiveness of Immersive Virtual Grocery Shopping for Assessing Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2021 Aug 4;10(8):e28073. doi: 10.2196/28073.
PMID: 34346898DERIVED
Related Links
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Patricia Brennan, Ph.D.
National Institute of Nursing Research (NINR)
Study Design
- Study Type
- observational
- Observational Model
- OTHER
- Time Perspective
- CROSS SECTIONAL
- Sponsor Type
- NIH
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
May 11, 2021
First Posted
May 12, 2021
Study Start
June 16, 2021
Primary Completion
October 3, 2023
Study Completion
October 3, 2023
Last Updated
October 16, 2023
Record last verified: 2023-10