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Effects of Adding Force Control to a VR Game on Brain Activation

Effects of Adding Force Control to a VR Game on Brain Activation

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06412887
Enrollment
24
Registered
2024-05-14
Start date
2023-07-10
Completion date
2023-08-11
Last updated
2024-05-14

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

Conditions

Healthy Aging

Keywords

Virtual Reality, functional near infrared spectroscopy

Brief summary

One of the major contributor for the lower quality of living in the aged population, is the reduction in hand function. To mitigate this, several virtual-reality based hand rehabilitation/training systems have been developed. However, most of these systems are solely controlled by hand gestures, and do not incorporate the force between the fingertips. Which is not the case for grabbing things in real life. With that in mind, the researchers assumed that a virtual-reality based hand rehabilitation/training system that incorporates force control into its input can be more beneficial in terms of recovering one's hand function. To test out this claim, subjects were recruited and tasked to play a game using both input systems (wfc and wofc), while their brain activity while using both input system was simultaneously recorded using functional near infrared spectroscopy and compared

Interventions

DEVICEVirtual reality headset

Meta-Quest 2 virtual reality headset was used in this study

Sponsors

National Cheng-Kung University Hospital
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
PREVENTION
Masking
NONE

Masking description

The subjects were informed regarding which input system was to be used

Intervention model description

Subjects play the virtual reality game using the wfc input system followed by the wofc input system

Eligibility

Sex/Gender
ALL
Age
20 Years to 90 Years
Healthy volunteers
Yes

Inclusion criteria

* With normal vision or wearing prescription glass that can fit inside the Meta Quest 2 VR headset. * Able to understand English, Chinese, or Taiwanese language.

Exclusion criteria

* Experiencing motion sickness after prolonged usage of VR headsets * Having chronic diseases or injuries that can prevent them from participating in the experiment such as: hand injuries, missing fingers, blindness, deafness, hearing impairments, etc.

Design outcomes

Primary

MeasureTime frameDescription
Oxygenated hemoglobin (HbO)1 hourThe Oxygenated hemoglobin (HbO) was measured while the participants play the game under both conditions
Game performance1 (Amount of grasp initiated)1 hourThis unitless metric counts the number of times the subject initiates a grasp while playing the game, a higher amount of grasp initiated signifies worst performance
Game performance2 (Memory task accuracy)1 hourThis percentage is calculated by dividing the amount of correct response by the total amount of response. A larger perrcentage represents better performance

Secondary

MeasureTime frameDescription
Manual dexterity5 minutesThe manual dexterity of each participant was measured using the Purdue Pegboard Test at the beginning of the experiment
Maximum voluntary pinch force5 minutesThe maximum voluntary pinch force of each particapant were measured using the Jamar pinch dynamometer at the beginning of the experiment
Recall5 minutesThe ability to recall information of each particapant was measured using the forward digit span test at the beginning of the experiment

Countries

Taiwan

Outcome results

None listed

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