Measuring Attention During Immersive Virtual Reality Distraction
A Magic Bowl Low Tech Vs. High Tech Immersive Virtual Reality Distraction
1 other identifier
interventional
36
1 country
1
Brief Summary
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).
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Oct 2024
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
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
September 23, 2024
CompletedFirst Posted
Study publicly available on registry
September 26, 2024
CompletedStudy Start
First participant enrolled
October 1, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
November 24, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
November 24, 2024
CompletedDecember 6, 2024
September 1, 2024
2 months
September 23, 2024
December 3, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
accuracy on an attention demanding cognitive test
Number of correct responses on a divided attention task
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.
Secondary Outcomes (2)
graphic rating scale presence ratings
measured immediately after each two minute VR session.
graphic rating scale subjective pain ratings
immediately after each brief Quantitative Sensory Testing thermal heat stimulus
Other Outcomes (1)
Graphic Rating Scale Difficulty performing the task and difficulty concentrating
immediately after each 2 minute session
Study Arms (2)
n = 16 participants: No VR condition vs. Immersive VR
SHAM COMPARATORParticipants will perform a simple attention demanding task during No VR for 2 minutes, and again during a Immersive High Tech Virtual Reality game distraction. They will also rate how distracted they were and how hard it was to concentrate on the attention demanding task during each 2 minute task.
n = 20 participants: plausible control (see through VR) condition vs. immersive High Tech VR
ACTIVE COMPARATOR20 healthy volunteer participants will perform a simple attention demanding task during a plausible control (see through) VR for 2 minutes, and again during an immersive High Tech Virtual Reality distraction (treatment order randomized). They will also rate how distracted they were and how hard it was to concentrate on the attention demanding task during the 2 minute tasks. During Phase 2 they will also rate their pain and anxiety during a brief thermal stimulus Quantitative Sensory Testing) during No VR vs. during immersive High Tech VR.
Interventions
No VR vs. immersive High Tech VR
plausible control condition vs. immersive high tech VR
Eligibility Criteria
You may qualify if:
- 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
- years of age or older
You may not qualify if:
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Hunter Hoffmanlead
Study Sites (1)
University of Washington
Seattle, Washington, 98195, United States
Study Officials
- PRINCIPAL INVESTIGATOR
Hunter G Hoffman, Ph.D.
University of Washington
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, OUTCOMES ASSESSOR
- Masking Details
- Each participant will eventually get to try virtual reality, but participants will not be informed that some people receive a more immersive virtual reality than other people. In other words, participants will remain blind to the high tech vs. Low tech VR manipulation.
- Purpose
- BASIC SCIENCE
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR INVESTIGATOR
- PI Title
- Director, Principle Investigator, Sr. Research Scientist
Study Record Dates
First Submitted
September 23, 2024
First Posted
September 26, 2024
Study Start
October 1, 2024
Primary Completion
November 24, 2024
Study Completion
November 24, 2024
Last Updated
December 6, 2024
Record last verified: 2024-09
Data Sharing
- IPD Sharing
- Will share
- Time Frame
- data set and data dictionary will be available indefinitely, beginning when the paper is officially published
- Access Criteria
- Researchers who provide a methodologically sound proposal (e.g, for meta-analysis).
de-identified individual data regarding participants gender, age, their accuracy on the simple attention task, and subjective ratings of difficulty performing the simple attention task, will be available upon to researchers who provide a methodologically sound proposal