Skip to content

Haptics in Virtual Reality

Investigating the Role of Haptic Feedback in Virtual Reality Learning Environments for Literacy Acquisition

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07209228
Enrollment
60
Registered
2025-10-06
Start date
2026-12-01
Completion date
2028-12-28
Last updated
2026-08-17

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

Conditions

Haptics, Literacy, Literacy-language Intervention

Keywords

Virtual Reality, Literacy, Haptics, Education

Brief summary

The purpose of this study is to investigate the role of non-invasive wearable haptic feedback, in supporting literacy-focused Virtual Reality (VR) learning environments. The haptic feedback will be delivered through haptic gloves with integrated vibration monitors and finger tracking. The primary objective is to examine how multisensory engagement, specifically the addition of haptic cues, influences learning outcomes such as phonetic recognition, spelling, and reading skills in early learners.

Interventions

BEHAVIORALHaptic-Integrated Interactive Virtual Reality Experience

Participants will use haptic gloves to interact with the virtual reality experience

BEHAVIORALTraditional Virtual Reality Experience (Hand Controllers)

Participants will use traditional hand controllers to interact with the virtual reality experience

Sponsors

University of Miami
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
NONE

Eligibility

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

Inclusion criteria

* Students from elementary to higher education; * Students aged 6 years old and up.

Exclusion criteria

* Students with significant uncorrected vision; * Students with significant hearing impairments; * Students with severe cognitive conditions; * Students with significant neurological conditions; * Students with significant motor conditions that would prevent safe participation in a VR-based learning activity.

Design outcomes

Primary

MeasureTime frameDescription
Literacy Task PerformanceImmediately after the intervention sessionParticipants' accuracy and completion rates on in-game literacy tasks (e.g., letter recognition, phonetic matching, spelling) recorded during the final session of the intervention. Performance data is automatically logged by the VR platform.

Countries

United States

Contacts

CONTACTAnna Queiroz, Ph.D.
aqueiroz@miami.edu305-284-3752
PRINCIPAL_INVESTIGATORAnna Queiroz, Ph.D.

University of Miami

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Aug 18, 2026