Enhancing Brain Training With Virtual Reality
- Conditions
- Mild Traumatic Brain Injury
- Interventions
- Behavioral: Training in Virtual RealityBehavioral: Training on a computer screen
- Registration Number
- NCT03582579
- Lead Sponsor
- University of Rochester
- Brief Summary
The purpose of this study is to evaluate the effectiveness of brain training in a Virtual Reality set up in neurotypical populations as well as in the traumatic brain injury population.
- Detailed Description
Brain training is a large and a growing field, both scientifically and commercially. Emerging evidence demonstrates that training can promote beneficial brain plasticity in both healthy individuals and clinical populations. Much of the recent interest in brain training can be traced back to the seminal work done at the University of Rochester, where Daphne Bavelier and colleagues showed that training with action video games (AVG) can lead to a wide range of cognitive and perceptual improvements. In our recent work, we developed a novel training paradigm that isolates and concentrates the key aspects of AVG-training while eliminating complex and often violent gameplay associated with AVGs. The results revealed similarly broad effects of training as with conventional AVGs. In this study, we aim to move this training paradigm to virtual reality (VR) and extend its application to cognitive aging and mild traumatic brain injury (TBI) populations.
Recruitment & Eligibility
- Status
- ACTIVE_NOT_RECRUITING
- Sex
- All
- Target Recruitment
- 80
A person is eligible for inclusion in the study if he/she:
- Is an adult over the age of 18.
- Has the capacity to give consent.
- Has normal or corrected to normal vision.
- Has adequate hearing.
- Is a non-action video game player.
- Is a non-VR game player. All subjects will be assigned to one of four groups: a Control Group training in VR, a Control Groups training on a 2D display, an Older Adult Group without dementia training in VR, and a College Athletes with mild TBI Group training in VR.
Specific Inclusion Criteria for both Control Groups. The subject must:
- Be between the ages of 18 and 35.
- Have no neurologic or vascular disorders/injuries.
Specific Inclusion Criteria for the College Athletes with TBI Group. The subject must:
- Be between the ages of 18 and 35.
- Be diagnosed with mild TBI (i.e., concussion) within the last two weeks.
Specific Inclusion Criteria for the Older Adult Group. The subject must:
- Be over the age of 65.
- Have no neurologic or vascular disorders/injuries.
A person will be excluded from the study if he/she:
• Is under the age of 18.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Control in VR Training in Virtual Reality Adults ages 18 to 35 who will be training in Virtual Reality. Older Adult Group Training in Virtual Reality Older Adults over the age of 65 who will be training in Virtual Reality College Athletes with TBI Group Training in Virtual Reality Adults ages 18 to 35 with mild TBI who will be training in Virtual Reality Control Non-VR Training on a computer screen Adults ages 18 to 35 who will be training on a computer screen.
- Primary Outcome Measures
Name Time Method Visual Crowding (a measure of spacial resolution of attention) 6 weeks This is a visual task which will be done an a computer twice. Once prior to the start of training and then again following training. The results (including the number of trials correct as well as the time it took for the subject to respond) will be analyzed and compared across groups.
Attentional Blink (a measure of temporal resolution of attention) 6 weeks This is a visual task which will be done an a computer twice. Once prior to the start of training and then again following training. The results (including the number of trials correct as well as the time it took for the subject to respond) will be analyzed and compared across groups.
Useful Field of View (a measure of spacial awareness) 6 weeks This is a visual task which will be done an a computer twice. Once prior to the start of training and then again following training. The results (including the number of trials correct as well as the time it took for the subject to respond) will be analyzed and compared across groups.
- Secondary Outcome Measures
Name Time Method
Trial Locations
- Locations (1)
University of Rochester
🇺🇸Rochester, New York, United States