Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly
- Conditions
- Aging Well
- Interventions
- Other: Collective assistance Virtual reality training sessionsOther: Individual assistance Virtual reality training sessions
- Registration Number
- NCT06117319
- Lead Sponsor
- TOPMED
- Brief Summary
The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). The main questions it aims to answer are:
* To what extent can virtual reality be a tool to support health in older adults?
* What are the support needs of older adults in learning to use this immersive technology?
Participants are invited to complete 5 training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- RECRUITING
- Sex
- All
- Target Recruitment
- 48
- Independent person living in the sponsor's retirement home
- Having a pacemaker
- Being at risk for epilepsy
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Collective assistance Collective assistance Virtual reality training sessions 4 sessions with collective assistance and 1 session with individual assistance (session 5) The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1: Basics of VR. * Session 2: 1-multiplayer game mode. * Session 3: Playing with a library. Browsing a library * Session 4: 2-individual game mode. * Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. Individual assistance Individual assistance Virtual reality training sessions 5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1: Basics of VR. * Session 2: 1-multiplayer game mode. * Session 3: Playing with a library. Browsing a library * Session 4: 2-individual game mode. * Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls.
- Primary Outcome Measures
Name Time Method Learning of virtual reality tasks During each 45 minutes intervention session, up to 6 weeks Total score on 43 different tasks using a 5 point scale for each task(impossible, help, delay, alone, direct scored from 0 to 4 respectively) .
Ease Immediately after each 45 minutes intervention session, up to 6 weeks measurement of the perception of ease using a 5 point scale (higher score means higher ease during the session)
Sense of control: measurement of the participants' sense of control using a scale from 1 to 5 Immediately after each 45 minutes intervention session, up to 6 weeks measurement of the perception of sense of control using a 5 point scale (higher score means higher sens of control during the session)
Satisfaction with supervision Immediately after each 45 minutes intervention session, up to 6 weeks measurement of the perception of satisfaction using a 5 point scale (higher score means higher satisfaction during the session)
- Secondary Outcome Measures
Name Time Method Stress Level at the start of the session Immediately before each 45 minutes intervention session, up to 6 weeks measurement of the participants' stress level using a scale from 1 to 5 (higher score means higher stress during the session)
Desire to play virtual reality games Immediately before and after each 45 minutes intervention session, up to 6 weeks measurement of the participants' desire to play using an opening question
Trial Locations
- Locations (1)
Edith Martin
🇨🇦Quebec, Canada