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Usability, Acceptability, and Safety of Virtual Reality-based Cognitive Intervention

Usability and Acceptability of Virtual Reality-based Cognitive Stimulation by Healthy Participants

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05583903
Enrollment
30
Registered
2022-10-18
Start date
2022-08-14
Completion date
2023-06-30
Last updated
2026-06-10

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

Conditions

Virtual Reality

Keywords

Young Healthy Volunteers, Elderly Healthy Volunteers, User-Centered Design, Cognitive Exercises

Brief summary

This study aims to determine feasibility, acceptability, and usability, and to assess the safety of using a virtual reality-based software called ''ReCognitionVR'' in healthy volunteers.

Detailed description

Virtual reality (VR) imitates reality by creating an artificial 3-D environment using computing technology or software. Using this software with a headset, a virtual environment is created, which cognitively stimulates the user's brain to think they are in an artificial world. Creating a virtual environment allows flexibility and measurement of different types of stimuli while recording the various responses provided by users in the controlled virtual environment. VR strengthens the brain's ability to focus, learn, and retain experience. VR for attention deficit disorders has been reported to have promising results. This trial aims to follow in similar footsteps using the gamification of exercises for cognitive stimulation in healthy volunteers to record outcomes and perform usability testing. These exercise "games" allow users to focus and pay attention to the game while helping reorient and cognitively stimulate the user's brain. The games are built with increasing difficulty and complexity of user demand and output. A novel, 3D-simulated software platform prototype called ''ReCognitionVR'' was developed to provide VR-based cognitive exercises to healthy participants for testing. The premise of this trial is that VR-based cognitive stimulation software will allow the controlled delivery of structured cognitive exercises focusing on orientation, attention, memory, and executive functions. The system will allow customized frequency and duration of cognitive exercises based on the users' difficulty level in a delightfully relaxed- environment with music. According to our institutional review board recommendations, this pilot study will be conducted in two steps on two different cohorts which are as follows: In the first step, the usability, acceptability, and safety of ReCognitionVR-based cognitive exercises will be evaluated on elderly healthy subjects. This study's results will inform the design of a second-step pilot study. In the second step, the usability, acceptability, and safety of ReCognitionVR-based cognitive exercise will be evaluated for elderly surgical patients who are at high risk for the development of delirium.

Interventions

The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.

Sponsors

The Methodist Hospital Research Institute
Lead SponsorOTHER
National Institute on Aging (NIA)
CollaboratorNIH

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Age 18-35 years or ≥60 years * Healthy volunteers who meet one of the following criteria according to their self-reported medical history: 1. American Society of Anesthesiologists (ASA) 1: A normal healthy patient. Example: Fit, nonobese (BMI under 30), a nonsmoking patient with good exercise tolerance. 2. ASA 2: A patient with mild systemic disease. Example: Patient with no functional limitations and a well-controlled disease (eg, treated hypertension, obesity with BMI under 35, frequent social drinker, but is nonsmoking).

Exclusion criteria

* Age \<18 years; 36-59 years * Person with active psychiatric disorders, especially schizophrenia * Person who is deaf or blind

Design outcomes

Primary

MeasureTime frameDescription
Percentage of Participants Using Virtual Reality Software at 20 Minutes After Start20 minutes after the start of software useWhether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)

Secondary

MeasureTime frameDescription
Participants With a System Usability Scale Score >35After completion of use of the virtual reality software, up to 2 hours after the start of software useThe proportion of participants with a System Usability Scale score \>35 on a scale of 0-100, where higher scores mean better usability.
Participant High Score in Easy ModeAfter completion of use of the virtual reality software, up to 2 hours after the start of software useParticipant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.
Participant High Score in Medium Difficulty ModeAfter completion of use of the virtual reality software, up to 2 hours after the start of software useParticipant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.
Participant High Score in Hard ModeAfter completion of use of the virtual reality software, up to 2 hours after the start of software useParticipant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.
Change From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software UseBaseline and 10 minutesHeart rate measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute heart rate - baseline heart rate
Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software UseBaseline and 10 minutesPulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute oxygen saturation - baseline oxygen saturation
Change From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software UseBaseline and 10 minutesRespiratory rate at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute respiratory rate - baseline respiratory rate rate
Change From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software UseBaseline and 10 minutesSystolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure
Change From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software UseBaseline and 10 minutesDiastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure
Change From Baseline in Heart Rate After Completion of Virtual Reality Software UseBaseline and the completion of the software game, up to 2 hoursHeart rate measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion heart rate - baseline heart rate
Change From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software UseBaseline and the completion of the software game, up to 2 hoursPulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion oxygen saturation - baseline oxygen saturation
Change From Baseline in Respiratory Rate After Completion of Virtual Reality Software UseBaseline and the completion of the software game, up to 2 hoursRespiratory rate at baseline (immediately prior to software use) and after completion of the software game. Change = completion respiratory rate - baseline respiratory rate rate
Change From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software UseBaseline and the completion of the software game, up to 2 hoursSystolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure
Change From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software UseBaseline and the completion of the software game, up to 2 hoursDiastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

Countries

United States

Participant flow

Pre-assignment details

Of 30 enrolled participants, 29 met inclusion criteria. One participant in Arm 2 (Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years) completed the study but was outside the limit for BMI and could not be counted in the efficacy endpoints. However, because they completed the study, they were counted in the safety endpoints only.

Participants by arm

ArmCount
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years (ASA1)
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
15
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years (ASA2)
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
15
Total30

Baseline characteristics

CharacteristicVirtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years (ASA2)TotalVirtual Reality Software Usability in Healthy Volunteers Age 18-35 Years (ASA1)
Age, Continuous65 years47.5 years28 years
Body Mass Index, continuous25.2 kg/m224.5 kg/m223.6 kg/m2
Ethnicity (NIH/OMB)
Hispanic or Latino
1 Participants2 Participants1 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
14 Participants28 Participants14 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
History of diabetes2 Participants2 Participants0 Participants
History of hypercholesterolemia3 Participants3 Participants0 Participants
History of hypertension6 Participants6 Participants0 Participants
Non-smoker15 Participants30 Participants15 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
6 Participants12 Participants6 Participants
Race (NIH/OMB)
Black or African American
2 Participants2 Participants0 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
2 Participants2 Participants0 Participants
Race (NIH/OMB)
White
5 Participants14 Participants9 Participants
Sex: Female, Male
Female
9 Participants13 Participants4 Participants
Sex: Female, Male
Male
6 Participants17 Participants11 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 150 / 15
other
Total, other adverse events
2 / 150 / 15
serious
Total, serious adverse events
0 / 150 / 15

Outcome results

Primary

Percentage of Participants Using Virtual Reality Software at 20 Minutes After Start

Whether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)

Time frame: 20 minutes after the start of software use

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsPercentage of Participants Using Virtual Reality Software at 20 Minutes After Start15 Participants
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsPercentage of Participants Using Virtual Reality Software at 20 Minutes After Start14 Participants
p-value: 1Fisher Exact
Secondary

Change From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use

Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure

Time frame: Baseline and 10 minutes

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use-0.33 mm HgStandard Deviation 5.59
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use1.53 mm HgStandard Deviation 5.32
p-value: 0.36Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software Use

Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

Time frame: Baseline and the completion of the software game, up to 2 hours

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software Use-0.07 mm HgStandard Deviation 6.52
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software Use-3.00 mm HgStandard Deviation 11.43
p-value: 0.4Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use

Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute heart rate - baseline heart rate

Time frame: Baseline and 10 minutes

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use-0.53 beats per minuteStandard Deviation 3.46
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use2.2 beats per minuteStandard Deviation 7.59
p-value: 0.21Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Heart Rate After Completion of Virtual Reality Software Use

Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion heart rate - baseline heart rate

Time frame: Baseline and the completion of the software game, up to 2 hours

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Heart Rate After Completion of Virtual Reality Software Use-0.4 beats per minuteStandard Deviation 3.81
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Heart Rate After Completion of Virtual Reality Software Use1.07 beats per minuteStandard Deviation 5.97
p-value: 0.43Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use

Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute oxygen saturation - baseline oxygen saturation

Time frame: Baseline and 10 minutes

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use-.2 percent oxygen saturationStandard Deviation 1.01
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use-0.07 percent oxygen saturationStandard Deviation 0.59
p-value: 0.66Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software Use

Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion oxygen saturation - baseline oxygen saturation

Time frame: Baseline and the completion of the software game, up to 2 hours

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software Use-0.33 percent oxygen saturationStandard Deviation 0.82
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software Use0.00 percent oxygen saturationStandard Deviation 0.65
p-value: 0.23Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use

Respiratory rate at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute respiratory rate - baseline respiratory rate rate

Time frame: Baseline and 10 minutes

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use1.2 breaths per minuteStandard Deviation 2.62
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use0.93 breaths per minuteStandard Deviation 2.31
p-value: 0.77Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Respiratory Rate After Completion of Virtual Reality Software Use

Respiratory rate at baseline (immediately prior to software use) and after completion of the software game. Change = completion respiratory rate - baseline respiratory rate rate

Time frame: Baseline and the completion of the software game, up to 2 hours

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Respiratory Rate After Completion of Virtual Reality Software Use1.07 breaths per minuteStandard Deviation 2.22
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Respiratory Rate After Completion of Virtual Reality Software Use0.67 breaths per minuteStandard Deviation 2.32
p-value: 0.63Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use

Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure

Time frame: Baseline and 10 minutes

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use1.47 mm HgStandard Deviation 12.06
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use0.13 mm HgStandard Deviation 7
p-value: 0.71Wilcoxon (Mann-Whitney)
Secondary

Change From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software Use

Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

Time frame: Baseline and the completion of the software game, up to 2 hours

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsChange From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software Use5.4 mm HgStandard Deviation 10.54
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsChange From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software Use3.00 mm HgStandard Deviation 8.07
p-value: 0.52Wilcoxon (Mann-Whitney)
Secondary

Participant High Score in Easy Mode

Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

ArmMeasureValue (MEDIAN)
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsParticipant High Score in Easy Mode100 score on a scale
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsParticipant High Score in Easy Mode100 score on a scale
p-value: 0.57Wilcoxon (Mann-Whitney)
Secondary

Participant High Score in Hard Mode

Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

ArmMeasureValue (MEDIAN)
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsParticipant High Score in Hard Mode100 score on a scale
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsParticipant High Score in Hard Mode95 score on a scale
p-value: 0.001Wilcoxon (Mann-Whitney)
Secondary

Participant High Score in Medium Difficulty Mode

Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

ArmMeasureValue (MEDIAN)
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsParticipant High Score in Medium Difficulty Mode100 score on a scale
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsParticipant High Score in Medium Difficulty Mode99 score on a scale
p-value: 0.2Wilcoxon (Mann-Whitney)
Secondary

Participants With a System Usability Scale Score >35

The proportion of participants with a System Usability Scale score \>35 on a scale of 0-100, where higher scores mean better usability.

Time frame: After completion of use of the virtual reality software, up to 2 hours after the start of software use

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 YearsParticipants With a System Usability Scale Score >3511 Participants
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater YearsParticipants With a System Usability Scale Score >357 Participants
p-value: 0.26Fisher Exact

Source: ClinicalTrials.gov · Data processed: Jun 11, 2026