Healthy Aging
Conditions
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
Meta-Quest 2 virtual reality headset was used in this study
Sponsors
Study design
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
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
| Measure | Time frame | Description |
|---|---|---|
| Oxygenated hemoglobin (HbO) | 1 hour | The Oxygenated hemoglobin (HbO) was measured while the participants play the game under both conditions |
| Game performance1 (Amount of grasp initiated) | 1 hour | This 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 hour | This percentage is calculated by dividing the amount of correct response by the total amount of response. A larger perrcentage represents better performance |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Manual dexterity | 5 minutes | The manual dexterity of each participant was measured using the Purdue Pegboard Test at the beginning of the experiment |
| Maximum voluntary pinch force | 5 minutes | The maximum voluntary pinch force of each particapant were measured using the Jamar pinch dynamometer at the beginning of the experiment |
| Recall | 5 minutes | The ability to recall information of each particapant was measured using the forward digit span test at the beginning of the experiment |
Countries
Taiwan