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Measuring Attention During Immersive Virtual Reality Distraction

A Magic Bowl Low Tech Vs. High Tech Immersive Virtual Reality Distraction

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06615245
Enrollment
36
Registered
2024-09-26
Start date
2024-10-01
Completion date
2024-11-24
Last updated
2024-12-06

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

Conditions

Distraction

Keywords

virtual reality, distraction

Brief summary

Brief Summary Using a repeated measures within-subject design with treatment order randomized, with healthy volunteers, this study will measure how much immersive Virtual Reality (VR) reduces performance on a simple attention demanding task during No VR vs. High Tech VR (for one group of 16 participants), and during a plausible control see through VR vs. High Tech VR (for another group of 20 participants). The primary aim is to explore whether a highly immersive VR system makes VR significantly more attention demanding/distracting, compared to No VR, and compared to a less immersive VR system (a plausible controlled see through goggles).

Detailed description

Healthy college student volunteers will participate in a repeated measure within subject trial studying attention using a divided attention paradigm. One group of participants (16 healthy volunteers) will perform a simple attention demanding task during No VR for 2 minutes and they will perform the attention demanding task again during High Tech VR for 2 minutes. Another group of 20 healthy volunteers will perform a simple attention demanding task during a less immersive see through VR (a plausible control condition) for 2 minutes and they will also perform the attention demanding task again during immersive High Tech VR for 2 minutes (treatment order randomized). This group will also rate their pain and anxiety during Quantitative Sensory Testing very brief thermal heat stimuli during No VR vs. during immersive high tech VR.

Interventions

BEHAVIORALNo VR vs. immersive high tech VR

No VR vs. immersive High Tech VR

BEHAVIORALPlausible control vs immersive High Tech VR

plausible control condition vs. immersive high tech VR

Sponsors

Hunter Hoffman
Lead SponsorOTHER

Study design

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

Masking description

Each participant will eventually get to try virtual reality, but participants will not be informed that some people receive a more immersive virtual reality than other people. In other words, participants will remain blind to the high tech vs. Low tech VR manipulation.

Intervention model description

within subject repeated measures design with treatment order randomized

Eligibility

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

Inclusion criteria

* Currently enrolled in a course at the University of Washington Psychology Dept., participating in the University of Washington (UW) Psychology subject pool * Able to read, write and comprehend English * Able to complete study measures * Willing to follow our UW approved instructions * 18 years of age or older

Exclusion criteria

* People who have already previously participated in this same study (e.g., last quarter) are not eligible to participate again. * Not enrolled in a course at the University of Washington Psychology Dept., not participating in the UW Psychology subject pool * Not be able to read, write and comprehend English * Younger than 18 years of age. * Not capable of completing measures * Not capable of indicating pain intensity, * Not capable of filling out study measures, * Extreme susceptibility to motion sickness, * Seizure history, * Unusual sensitivity or lack of sensitivity to pain, * Sensitive skin, * Sensitive feet * Migraines * Diabetes

Design outcomes

Primary

MeasureTime frameDescription
accuracy on an attention demanding cognitive testfor n = 16, responses will be made 15 seconds after the VR condition vs. 15 seconds after the No VR during 2 minute sessions. For n = 20 subjects responses will be made 15 s after the plausible control condition, and 15 seconds after the immersive VR.Number of correct responses on a divided attention task

Secondary

MeasureTime frameDescription
graphic rating scale presence ratingsmeasured immediately after each two minute VR session.Graphic rating scale measures of patients illusion of being there in virtual reality.
graphic rating scale subjective pain ratingsimmediately after each brief Quantitative Sensory Testing thermal heat stimulusn = 20 participants report how much pain they experienced during No VR vs. during High Tech VR.

Other

MeasureTime frameDescription
Graphic Rating Scale Difficulty performing the task and difficulty concentratingimmediately after each 2 minute sessionsubjective ratings of difficulty performing the simple attention task

Countries

United States

Outcome results

None listed

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