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Feasibility and Acceptability of ReCognitionVR-based Cognitive Stimulation in Surgical Patients

Feasibility and Acceptability of ReCognitionVR-based Cognitive Stimulation in Surgical Patients

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06232317
Enrollment
30
Registered
2024-01-30
Start date
2023-12-09
Completion date
2024-05-07
Last updated
2025-09-17

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

Conditions

Delirium, Delirium, Post-Operative, Surgery

Keywords

abdominal surgery, virtual reality

Brief summary

This study aims to assess the feasibility, acceptability, and safety of using ReCognitionVR virtual reality-based software in older surgical patients. Results from this study will be used to inform the design of a future study in critically ill hospitalized patients at risk for delirium.

Detailed description

Virtual reality (VR) imitates reality by creating an artificial 3-dimensional (3D) environment using computing technology or software. A virtual environment (VE) is created using this software with a headset, which cognitively stimulates the user's brain to think they are in an artificial world. Creating a VE allows flexibility and measurement of different types of stimuli while recording the various responses provided by users in the controlled VE. VR strengthens the brain's ability to focus, learn, and retain experience. VR for attention deficit disorders has been reported to have promising results. We followed in similar footsteps and designed and developed a novel, 3D simulated software platform prototype called ReCognition VR to provide VR-based cognitive exercises. A feasibility clinical trial conducted by our group tested the ReCognitionVR cognitive interventions on older and young healthy volunteers (NCT05583903). The results of this study showed that ReCognitionVR-based cognitive exercises were feasible, acceptable, and tolerable by older healthy subjects. In stage 2 of our research study, we want to evaluate the safety, feasibility, acceptability, and tolerability of VR-based cognitive exercises in 60-year-old or older patients following abdominal surgery admitted to the surgical floor at Houston Methodist Hospital (HMH). Our premise 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 beach wave sounds.

Interventions

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

OTHERTraditional Orientation Methods

Standard-of-care methods to orient patients after surgery

Sponsors

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

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
60 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* ≥60 years of age * Scheduled to undergo the following abdominal surgeries (open or laparoscopic or robotic assisted): small bowel and large bowel surgery; cholecystectomy; Whipple procedure; pancreatectomy; splenectomy. * Richmond Agitation-Sedation Scale (RASS) Score 0

Exclusion criteria

* Subjects with baseline cognitive impairment * Person with active psychiatric disorders and being treated with medications, especially schizophrenia * Person who is deaf or blind * Person with an underlying cognitive disorder or associated phobias (e.g., claustrophobia) * Person participating in other clinical trials involving drugs, biologics, devices, or behavioral interventions * Active seizure disorders

Design outcomes

Primary

MeasureTime frameDescription
Percentage of Patients Experiencing Treatment-emergent Adverse Events (TEAE)Within 1 month of enrolling in the studyPercentage of participants who experience a treatment-emergent adverse event (TEAE) in the virtual reality software (experimental) arm compared to the Traditional Orientation Methods (control) arm.

Secondary

MeasureTime frameDescription
Change From Baseline in Pulse Oximetry Oxygen Saturation After CompletionBaseline and completion of the intervention, up to 2 hoursPulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to virtual reality software use) and after completion of software use. Change = completion oxygen saturation - baseline oxygen saturation
Change From Baseline in Diastolic Blood Pressure After CompletionBaseline and completion of the intervention, up to 2 hoursDiastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to virtual reality software use) and after software use. Change = completion diastolic blood pressure - baseline diastolic blood pressure
Positive Confusion Assessment Method and/or 4 A's TestBaseline to discharge from hospital, up to 3 monthsThe proportion of patients who have a positive Confusion Assessment Method (CAM) or 4 A's Test for delirium
Change in Visual Analog Scale (VAS) Pain ScoreEnrollment in study to 24 hours after study enrollmentChange in VAS pain score using numeric pain rating scale, where 0 is minimum (no pain) and 10 is maximum (highest pain), from start of intervention to end of intervention (experimental arm) or enrollment to 24 hours post-enrollment (control arm)
Change in Virtual Analog Scale (VAS) Pain Score Value Beginning to Mid-interventionVirtual Reality Software arm: 10 minutes after beginning use; Traditional Orientation Methods arm: 8-16 hours after enrollment (one measure, window allowed for completing the measure)Change in VAS pain score using numeric pain rating scale, where 0 is minimum (no pain) and 10 is maximum (highest pain), from pre-virtual reality use to 10 minutes after beginning use (experimental arm) or enrollment to 8-16 hours post-enrollment (control arm)
Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 MinutesBaseline and 10 minutesPulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to VR software use and 10 minutes after VR software use. Change = 10-minute oxygen saturation - baseline oxygen saturation
Change From Baseline in Respiratory Rate After 10 MinutesBaseline and 10 minutesRespiratory rate at baseline (immediately prior to virtual reality software use and 10 minutes after use. Change = 10-minute respiratory rate - baseline respiratory rate
Change From Baseline in Systolic Blood Pressure After 10 MinutesBaseline and 10 minutesSystolic blood pressure measured using a vital sign monitor at baseline (immediately prior to virtual reality software use) and 10 minutes after software use. Change = 10-minute systolic blood pressure - baseline systolic blood pressure
Change From Baseline in Diastolic Blood Pressure After 10 MinutesBaseline and 10 minutesDiastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to virtual reality software use) and 10 minutes after software use. Change = 10-minute diastolic blood pressure - baseline diastolic blood pressure
Change From Baseline in Respiratory Rate After CompletionBaseline and completion of the intervention, up to 2 hoursRespiratory rate at baseline (immediately prior to virtual reality software use) and after software use. Change = completion respiratory rate - baseline respiratory rate
Change From Baseline in Systolic Blood Pressure After CompletionBaseline and completion of the intervention, up to 2 hoursSystolic blood pressure measured using a vital sign monitor at baseline (immediately prior to virtual reality software use) and after completion of software use. Change = completion systolic blood pressure - baseline systolic blood pressure

Other

MeasureTime frameDescription
Proportion of Participants Completing Game With No ErrorsAfter completion of use of the virtual reality software, up to 2 hours after the start of software useThe proportion of participants in the experimental (virtual reality) arm who complete the virtual reality game without any user errors
Number of Participants Completing Game on First AttemptAfter completion of use of the virtual reality software, up to 2 hours after the start of software useFor participants in the experimental (virtual reality) arm, the number of participants who complete the virtual reality game in easy mode on the first attempt
Percentage of Participants Using Virtual Reality Software at 20 Minutes After Start20 minutes after the start of software useFor participants in the experimental (virtual reality) arm, whether the patient completed 20 minutes of use of the ReCognition VR-based software
Number of Participants With a System Usability Scale (SUS) Score >35After completion of use of the virtual reality software, up to 2 hours after the start of software useFor participants in the experimental (virtual reality) arm, the number of participants with a System Usability Scale (SUS) score \>35 on a scale of 0-100, where 0 is minimum and 100 is maximum; higher scores mean better usability.

Countries

United States

Participant flow

Participants by arm

ArmCount
Virtual Reality Software
Participants in this arm will receive cognitive exercises using ReCognitionVR virtual reality software Virtual Reality Software: The ReCognitionVR 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
Traditional Orientation Methods
Participants in this arm will receive cognitive exercises using traditional (standard-of-care) orientation methods, Traditional Orientation Methods: Standard-of-care methods to orient patients after surgery
15
Total30

Baseline characteristics

CharacteristicVirtual Reality SoftwareTotalTraditional Orientation Methods
Active smoker
No
10 Participants19 Participants9 Participants
Active smoker
Yes
5 Participants11 Participants6 Participants
Age, Continuous66 years
STANDARD_DEVIATION 5
67 years
STANDARD_DEVIATION 5
69 years
STANDARD_DEVIATION 5
Body Mass Index (kg/m^2)28.21 kg/m^2
STANDARD_DEVIATION 4.32
27.30 kg/m^2
STANDARD_DEVIATION 5.27
26.38 kg/m^2
STANDARD_DEVIATION 6.08
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants2 Participants2 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
15 Participants28 Participants13 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
History of diabetes3 Participants7 Participants4 Participants
History of hypercholesterolemia9 Participants17 Participants8 Participants
History of hypertension10 Participants20 Participants10 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Black or African American
4 Participants5 Participants1 Participants
Race (NIH/OMB)
More than one race
0 Participants1 Participants1 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
9 Participants22 Participants13 Participants
Sex: Female, Male
Female
6 Participants17 Participants11 Participants
Sex: Female, Male
Male
9 Participants13 Participants4 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
0 / 150 / 15
serious
Total, serious adverse events
0 / 150 / 15

Outcome results

Primary

Percentage of Patients Experiencing Treatment-emergent Adverse Events (TEAE)

Percentage of participants who experience a treatment-emergent adverse event (TEAE) in the virtual reality software (experimental) arm compared to the Traditional Orientation Methods (control) arm.

Time frame: Within 1 month of enrolling in the study

ArmMeasureValue (NUMBER)
Virtual Reality SoftwarePercentage of Patients Experiencing Treatment-emergent Adverse Events (TEAE)0 percent
Traditional Orientation Methods (Control)Percentage of Patients Experiencing Treatment-emergent Adverse Events (TEAE)0 percent
Secondary

Change From Baseline in Diastolic Blood Pressure After 10 Minutes

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

Time frame: Baseline and 10 minutes

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Diastolic Blood Pressure After 10 Minutes2.33 mm HgStandard Deviation 4.55
Secondary

Change From Baseline in Diastolic Blood Pressure After Completion

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

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

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Diastolic Blood Pressure After Completion-1.40 mm HgStandard Deviation 6.79
Secondary

Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes

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

Time frame: Baseline and 10 minutes

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes-1 percent oxygen saturationStandard Deviation 2
Secondary

Change From Baseline in Pulse Oximetry Oxygen Saturation After Completion

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

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

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Pulse Oximetry Oxygen Saturation After Completion-0.47 percent oxygen saturationStandard Deviation 1.85
Secondary

Change From Baseline in Respiratory Rate After 10 Minutes

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

Time frame: Baseline and 10 minutes

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Respiratory Rate After 10 Minutes0 breaths per minuteStandard Deviation 0
Secondary

Change From Baseline in Respiratory Rate After Completion

Respiratory rate at baseline (immediately prior to virtual reality software use) and after software use. Change = completion respiratory rate - baseline respiratory rate

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

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Respiratory Rate After Completion0 breaths per minuteStandard Deviation 0
Secondary

Change From Baseline in Systolic Blood Pressure After 10 Minutes

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

Time frame: Baseline and 10 minutes

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Systolic Blood Pressure After 10 Minutes3.93 mm HgStandard Deviation 11.32
Secondary

Change From Baseline in Systolic Blood Pressure After Completion

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

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

Population: This analysis was only performed for the experimental arm because participants in the active comparator arm (traditional orientation methods) were not exposed to the virtual reality software

ArmMeasureValue (MEAN)Dispersion
Virtual Reality SoftwareChange From Baseline in Systolic Blood Pressure After Completion-6.27 mm HgStandard Deviation 13.49
Secondary

Change in Virtual Analog Scale (VAS) Pain Score Value Beginning to Mid-intervention

Change in VAS pain score using numeric pain rating scale, where 0 is minimum (no pain) and 10 is maximum (highest pain), from pre-virtual reality use to 10 minutes after beginning use (experimental arm) or enrollment to 8-16 hours post-enrollment (control arm)

Time frame: Virtual Reality Software arm: 10 minutes after beginning use; Traditional Orientation Methods arm: 8-16 hours after enrollment (one measure, window allowed for completing the measure)

ArmMeasureValue (MEDIAN)
Virtual Reality SoftwareChange in Virtual Analog Scale (VAS) Pain Score Value Beginning to Mid-intervention0 score on a scale
Traditional Orientation Methods (Control)Change in Virtual Analog Scale (VAS) Pain Score Value Beginning to Mid-intervention0 score on a scale
p-value: 0.014Kruskal-Wallis
Secondary

Change in Visual Analog Scale (VAS) Pain Score

Change in VAS pain score using numeric pain rating scale, where 0 is minimum (no pain) and 10 is maximum (highest pain), from start of intervention to end of intervention (experimental arm) or enrollment to 24 hours post-enrollment (control arm)

Time frame: Enrollment in study to 24 hours after study enrollment

ArmMeasureValue (MEDIAN)
Virtual Reality SoftwareChange in Visual Analog Scale (VAS) Pain Score0 score on a scale
Traditional Orientation Methods (Control)Change in Visual Analog Scale (VAS) Pain Score0 score on a scale
p-value: 0.61Kruskal-Wallis
Secondary

Positive Confusion Assessment Method and/or 4 A's Test

The proportion of patients who have a positive Confusion Assessment Method (CAM) or 4 A's Test for delirium

Time frame: Baseline to discharge from hospital, up to 3 months

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Virtual Reality SoftwarePositive Confusion Assessment Method and/or 4 A's Test0 Participants
Traditional Orientation Methods (Control)Positive Confusion Assessment Method and/or 4 A's Test0 Participants
Post Hoc

Change in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)

Whether change in VAS pain score using numeric pain rating scale, where 0 is minimum (no pain) and 10 is maximum (highest pain), from pre-virtual reality use to mid-intervention (experimental)/observation (control), grouped by whether the pain score increased, stayed the same (no change), or decreased

Time frame: Virtual Reality Software arm: 10 minutes after beginning use; Traditional Orientation Methods arm: at 8-16 hours after enrollment (one measure, window allowed for completing the measure)

ArmMeasureGroupValue (COUNT_OF_PARTICIPANTS)
Virtual Reality SoftwareChange in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)Reduced4 Participants
Virtual Reality SoftwareChange in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)No Change11 Participants
Virtual Reality SoftwareChange in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)Increased0 Participants
Traditional Orientation Methods (Control)Change in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)Reduced2 Participants
Traditional Orientation Methods (Control)Change in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)No Change6 Participants
Traditional Orientation Methods (Control)Change in Virtual Analog Scale (VAS) Pain Score From Pre-virtual Reality Use to 10 Minutes After Beginning Use (Experimental Arm) or Enrollment to 8-16 Hours Post-enrollment (Control Arm)Increased7 Participants
p-value: 0.011Fisher Exact
Other Pre-specified

Number of Participants Completing Game on First Attempt

For participants in the experimental (virtual reality) arm, the number of participants who complete the virtual reality game in easy mode on the first attempt

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 SoftwareNumber of Participants Completing Game on First Attempt15 Participants
Other Pre-specified

Number of Participants With a System Usability Scale (SUS) Score >35

For participants in the experimental (virtual reality) arm, the number of participants with a System Usability Scale (SUS) score \>35 on a scale of 0-100, where 0 is minimum and 100 is maximum; 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 SoftwareNumber of Participants With a System Usability Scale (SUS) Score >3512 Participants
Other Pre-specified

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

For participants in the experimental (virtual reality) arm, whether the patient completed 20 minutes of use of the ReCognition VR-based software

Time frame: 20 minutes after the start of software use

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Virtual Reality SoftwarePercentage of Participants Using Virtual Reality Software at 20 Minutes After Start15 Participants
Other Pre-specified

Proportion of Participants Completing Game With No Errors

The proportion of participants in the experimental (virtual reality) arm who complete the virtual reality game without any user errors

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 SoftwareProportion of Participants Completing Game With No Errors3 Participants

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