NCT05458804

Brief Summary

Virtual reality (VR) is a three-dimensional image, which is created by means of computer programs. In most educational communities VR has been used as an opportunity to support many students. VR allows the user to observe the world generated for their own needs as the real world and experience impressions that are not available in real life. It was decided to examine how immersive VR-game will affect the eye-hand coordination on reaction time on students. The experimental group received a five-day training sessions using immersive VR game "Beat Saber", while control group was inactive comparator.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
31

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Nov 2021

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

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

November 15, 2021

Completed
7 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 22, 2021

Completed
11 days until next milestone

Study Completion

Last participant's last visit for all outcomes

December 3, 2021

Completed
7 months until next milestone

First Submitted

Initial submission to the registry

July 12, 2022

Completed
2 days until next milestone

First Posted

Study publicly available on registry

July 14, 2022

Completed
Last Updated

July 15, 2022

Status Verified

July 1, 2022

Enrollment Period

7 days

First QC Date

July 12, 2022

Last Update Submit

July 14, 2022

Conditions

Keywords

VReye-hand coordinationreaction timeexergame

Outcome Measures

Primary Outcomes (3)

  • Trail Making Test

    Trial Making Test (TMT) A and TMT B were used to assess coordination. This test is a clinical tool for assessing eye-hand coordination. The task of the person tested in the first part (TMT A) was to combine 25 fields in order from the smallest to the largest continuous line. In the second part (TMT B), the subject was to alternate the numbers with the letters of the alphabet according to the formula 1-A, 2-B, 3-C, etc. with a continuous line. The result of the test is the time when the tested person connected all fields in the right order.

    up to 5 days

  • Plate Tapping Test

    The Plate Tapping Test (Reaction Tap Test) is a reaction test using an alternating wall tapping action which measures upper body reaction time, hand-eye quickness and coordination. This test is part of the Eurofit Testing Battery.

    up to 5 days

  • The ruler-drop test (Ditrich's test)

    During the test, the tester sat on the chair face to face, on the with which he supported his forearm (in the middle of the length). The four fingers of the hand of the examined person were tight and the thumb was visited. The tester held a rod with a diameter of 1.5 cm and length of 50 cm, on which was marked with a centimeter scale. The task of the examined person was to react as quickly as possible to her movement and by clenching the hand grip sticks. The distance from the beginning was measured scale to the point of grasp (bottom edge hands).

    up to 5 days

Secondary Outcomes (1)

  • Energy expenditure

    up to 5 days

Study Arms (2)

Active experimental group

EXPERIMENTAL

The participants were subjected to a 15-minute training session, once a day for 5 consecutive days. HTC VIVE Pro (HTC Corporation, New Taipei, Taiwan) goggles and accessories were used. It is specialized equipment consisting of a high-resolution screen goggles and headphones, using an Intel WiGig Wireless connection, and the technology allows for free 360 degrees of movement. The interaction in virtual reality is performed using two controllers held by the player. The movement of the controllers and goggles is tracked by two sensors. The game area covered about 5m2, in the form of a rectangle, determined by the location of motion sensors, as recommended by the manufacturer. The participant received visual information when approaching the boundaries of the game field. A Beat Saber music game was used to conduct training sessions

Device: VR training

Passive Control group

NO INTERVENTION

Participants in the control group did not participate in the training, and were instructed not to perform specific physical activities aimed at improving the examined abilities

Interventions

A musical game called Beat Saber was used to conduct training sessions. The participant's task was to cut through the blocks of various colors in his direction to the rhythm of music, using two virtual swords. The swords were controlled by the player with controllers of different colors. Blocks had to be cut with a sword whose color matches the block and in the right direction which is indicated by an arrow on the block. The training session consisted of 4 music tracks with different paces and intensities of objects. In addition, during the song, the participant had to avoid objects-objects that randomly appeared in the game scenario - forcing the whole body to move.

Active experimental group

Eligibility Criteria

Age18 Years - 27 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • acceptance to participate in the research,
  • age 18-27

You may not qualify if:

  • diagnosed neurological diseases,
  • fear of wearing goggles
  • diagnosed diseases or injuries of the musculoskeletal system
  • regular sports activities during the week.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Faculty of Physical Education and Physiotherapy, Opole University of Technology

Opole, 45-758, Poland

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Masking Details
The assessor was blind for the group allocation
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

July 12, 2022

First Posted

July 14, 2022

Study Start

November 15, 2021

Primary Completion

November 22, 2021

Study Completion

December 3, 2021

Last Updated

July 15, 2022

Record last verified: 2022-07

Data Sharing

IPD Sharing
Will share

It was decided to provide free access to the analysed data. The data will be available upon request sent to PI: s.rutkowski@po.opole.pl.

Shared Documents
STUDY PROTOCOL
Time Frame
6 months
Access Criteria
The data will be available upon request sent to PI

Locations