跳至主要内容
临床试验/NCT07209228
NCT07209228招募中不适用

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

University of Miami2 个研究点 分布在 1 个国家目标入组 60 人开始时间: 2026年12月1日最近更新:
干预措施

试验速览

阶段
不适用
状态
招募中
入组人数
60
试验地点
2
主要终点
Literacy Task Performance

研究概览

简要总结

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.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Basic Science
盲法
None

入排标准

年龄范围
6 Years 至 —(Child, Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

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

排除标准

  • 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.

研究组 & 干预措施

Control Arm

Active Comparator

Participants in this group will receive the Virtual Reality (VR) delivered through controllers with vibration-based feedback paired with visual and auditory cues, with hand movements. Each session will last up to 10 minutes, and participants will go through up to 5 sessions.

干预措施: Traditional Virtual Reality Experience (Hand Controllers) (Behavioral)

Haptics-integrated Interactive Virtual Reality

Experimental

Participants in this group will receive haptic feedback delivered through haptic gloves with integrated vibration monitors and finger tracking. Each session will last up to 10 minutes, and participants will go through up to 5 sessions

干预措施: Haptic-Integrated Interactive Virtual Reality Experience (Behavioral)

结局指标

主要结局

Literacy Task Performance

时间窗: Immediately after the intervention session

Participants' 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.

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Anna Queiroz

Associate Professor

University of Miami

研究点 (2)

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