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Clinical Trials/NCT03582579
NCT03582579
Active, not recruiting
Not Applicable

Enhancing Brain Training With Virtual Reality

University of Rochester1 site in 1 country80 target enrollmentJune 27, 2018

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Mild Traumatic Brain Injury
Sponsor
University of Rochester
Enrollment
80
Locations
1
Primary Endpoint
Visual Crowding (a measure of spacial resolution of attention)
Status
Active, not recruiting
Last Updated
last year

Overview

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.

Registry
clinicaltrials.gov
Start Date
June 27, 2018
End Date
September 2025
Last Updated
last year
Study Type
Interventional
Study Design
Parallel
Sex
All

Investigators

Responsible Party
Principal Investigator
Principal Investigator

Duje Tadin

Associate Professor

University of Rochester

Eligibility Criteria

Inclusion Criteria

  • A person is eligible for inclusion in the study if he/she:
  • Is an adult over the age of
  • 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
  • Have no neurologic or vascular disorders/injuries.

Exclusion Criteria

  • A person will be excluded from the study if he/she:
  • Is under the age of 18.

Outcomes

Primary Outcomes

Visual Crowding (a measure of spacial resolution of attention)

Time Frame: 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)

Time Frame: 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)

Time Frame: 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.

Study Sites (1)

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