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Wayfinding Intervention in High-Fidelity Long-Term Memory

Cognitive Intervention to Restore Capabilities for Learning and Retrieval of High-Fidelity Memory

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04253587
Acronym
LABYR
Enrollment
50
Registered
2020-02-05
Start date
2019-10-01
Completion date
2021-12-15
Last updated
2023-02-27

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Long-Term Memory Decline, Mild Cognitive Impairment

Keywords

amnestic MCI without dementia, cognitive training

Brief summary

Therapeutic treatment is yet available for declining memory, which is an impairment affecting the quality of life for many older adults and patients with cognitive impairment. Cognitive training with an immersive video game promises to drive hippocampal-cortical plasticity and associated gains that can restore memory capability or provide therapeutic treatment for memory deficits.

Detailed description

A hallmark of higher cognition is the capability for flexible association of diverse bits of information stored in memory, such that experiences can be remembered in detailed and distinct terms (i.e., high-fidelity long-term memory (LTM)). Interventions capable of sustaining improved learning and flexible association of new information into LTM remain elusive. Interventions have yet to be developed to attenuate the decline of high-fidelity LTM in normal aging or provide therapeutic treatment for patients with cognitive impairment without dementia (i.e., MCI). This project applies a translational neuroscience approach in development of a cognitive training intervention that targets sustained improvement in capabilities for LTM and cognitive control. Treatments use commercially available head-mounted display Virtual Reality (VR) technology and tablet computers to present a deeply immersive spatial wayfinding video game. Based on preliminary results, the hypothesis is that immersion in a game to navigate errands through unfamiliar, visually complex neighborhoods (i.e., wayfinding) will be an effective means to environmental enrichment, which refers to a process whereby new and complex experiences bring change to brain and behavior. The significance of this platform is from the effects in brain and behavior arising from cognitive training, which can generalize to improvements in untrained capability for high-fidelity LTM. Research in rodents and humans shows that learning a new, enriched environment spurs the healthy function of the hippocampus and supports lifelong neurogenesis. Adult-borne hippocampal neurogenesis has been linked as the neurobiological basis for the formation of new, high-fidelity memories. The Labyrinth spatial wayfinding game was developed in-house to incorporate full scientific rigor, as with procedures in any properly controlled behavioral experiment. The game uses 3D and 2.5D computer graphics tools, as well as numerous levels of adaptive challenge, to deliver a dynamic, engaging experience for participants throughout the training regimen. Training can be administered with and without participant ambulation in movement through wayfinding runs. A participant's pre- and post-training assessments will occur promptly before and after their 15 to 20-hour training regimen, including collection of functional MRI (fMRI) and structural MRI data. Cognitive outcome measures will assess capabilities for high-fidelity LTM retrieval. The a priori hypothesis is that effectiveness of the wayfinding game intervention would be evidenced by post-training improvements in retrieval of high-fidelity LTM and associated cognitive control capabilities. FMRI results associated with the measured cognitive improvements will localize changes in functional brain networks that support gains in memory capabilities. Structural MRI measures will assess morphometric and volumetric changes from pre- to post-training assessments.

Interventions

DEVICELabyrinthVR

Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.

DEVICEPlacebo Games

Commercially-available, narrative computer games marketed as cognitively enriching.

DEVICECoherence

Head-mounted display virtual reality game designed to present an adaptive rhythm training routine.

DEVICETablet

Tablet computer playing Labyrinth VR game but in 2.5D

Sponsors

University of California, San Francisco
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
DOUBLE (Subject, Outcomes Assessor)

Masking description

After recruitment, participants are randomly assigned to treatment arms. Participants and experimenters with whom they interact during the experiments are blind to the purpose of the randomly-assigned arm. First-level analysis performed blind to participant's treatment arm.

Eligibility

Sex/Gender
ALL
Age
62 Years to 85 Years
Healthy volunteers
Yes

Inclusion criteria

* fluent speakers of English * completed 12 or more years of education * normal or corrected-to-normal vision * dexterity to comfortably operate the scanner-compatible response box * freedom from physical and neurological conditions contra-indicated for fMRI * must confirm physical stamina and comfort for 45-minute, brisk walks on level ground

Exclusion criteria

* use of psychotropic medications * history of concussions or dizziness, vestibular or balance problems * significant discomfort with virtual reality experiences

Design outcomes

Primary

MeasureTime frameDescription
MDT Change in Mnemonic Discriminationbaseline immediately before and post-assessment immediately after training regimen is completedMnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.
WALK Change in Recallbaseline immediately before and post-assessment immediately after training regimen is completedEncoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.
Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discriminationduring collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completedStructural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.
Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discriminationduring collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completedfunctional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.

Secondary

MeasureTime frameDescription
Remote Cognitive Module (RCM)baseline immediately before and post-assessment immediately after training regimen is completedA tablet application using a speech-to-text interface to administer neuropsychological tests comparable to CVLT-II verbal memory, verbal fluency, digit span and Trail Making Test-B. Raw scores from the tasks will be transformed to z-scores, relative to population normative values, and a participant's z-scores will be the uniform measures of their performance across RCM tasks. THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS
Test of Visual Attention Change in Top-down Controlbaseline immediately before and post-assessment immediately after training regimen is completedtest of speed and accuracy of visual attention and impulsivity

Countries

United States

Participant flow

Participants by arm

ArmCount
LabyrinthVR Trackers
Participants who completed the intervention active training game using head-mounted display virtual reality headset.
24
Placebo Controls
Participants who completed the intervention control games using a tablet computer.
21
Total45

Baseline characteristics

CharacteristicLabyrinthVR TrackersPlacebo ControlsTotal
Age, Categorical
<=18 years
0 Participants0 Participants0 Participants
Age, Categorical
>=65 years
23 Participants20 Participants43 Participants
Age, Categorical
Between 18 and 65 years
1 Participants1 Participants2 Participants
Age, Continuous69.1 years68.3 years68.7 years
Ethnicity (NIH/OMB)
Hispanic or Latino
2 Participants1 Participants3 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
16 Participants12 Participants28 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
6 Participants8 Participants14 Participants
Region of Enrollment
United States
24 Participants21 Participants45 Participants
Sex: Female, Male
Female
10 Participants10 Participants20 Participants
Sex: Female, Male
Male
14 Participants11 Participants25 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 250 / 24
other
Total, other adverse events
0 / 250 / 24
serious
Total, serious adverse events
0 / 250 / 24

Outcome results

Primary

Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination

functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.

Time frame: during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

Population: THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

Primary

Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination

Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.

Time frame: during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

Population: THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

Primary

MDT Change in Mnemonic Discrimination

Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.

Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

ArmMeasureValue (MEAN)Dispersion
LabyrinthVR TrackersMDT Change in Mnemonic Discrimination0.09 LDI score on a scaleStandard Error 0.03
Placebo ControlsMDT Change in Mnemonic Discrimination0.01 LDI score on a scaleStandard Error 0.03
p-value: =0.01695% CI: [-0.06, 0.06]ANOVA
Primary

WALK Change in Recall

Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.

Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

ArmMeasureValue (MEAN)Dispersion
LabyrinthVR TrackersWALK Change in Recall0.03 Items Recalled score on a scaleStandard Error 0.02
Placebo ControlsWALK Change in Recall0.00 Items Recalled score on a scaleStandard Error 0.02
p-value: =0.2295% CI: [-0.03, 0.03]ANOVA
Secondary

Remote Cognitive Module (RCM)

A tablet application using a speech-to-text interface to administer neuropsychological tests comparable to CVLT-II verbal memory, verbal fluency, digit span and Trail Making Test-B. Raw scores from the tasks will be transformed to z-scores, relative to population normative values, and a participant's z-scores will be the uniform measures of their performance across RCM tasks. THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

Population: THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

Secondary

Test of Visual Attention Change in Top-down Control

test of speed and accuracy of visual attention and impulsivity

Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

Population: THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026