A Magic Bowl Low Tech Vs. High Tech Immersive Virtual Reality Distraction
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 36
- 试验地点
- 2
- 主要终点
- accuracy on an attention demanding cognitive test
研究概览
简要总结
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).
详细描述
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Crossover
- 主要目的
- Basic Science
- 盲法
- Double (Participant, Outcomes Assessor)
盲法说明
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.
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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
排除标准
- •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
结局指标
主要结局
accuracy on an attention demanding cognitive test
时间窗: for 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
次要结局
- graphic rating scale presence ratings(measured immediately after each two minute VR session.)
- graphic rating scale subjective pain ratings(immediately after each brief Quantitative Sensory Testing thermal heat stimulus)
研究者
Hunter Hoffman
Director, Principle Investigator, Sr. Research Scientist
University of Washington
