Evaluation of Spatial Navigation Skills in Typically Developing Children and in Children With Cerebral Palsy Using a Head Mounted Display
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 发起方
- 入组人数
- 26
- 试验地点
- 2
- 主要终点
- Navigation strategy
研究概览
简要总结
Spatial navigation skills are very important in everyday activities and quality of life but spatial navigation abilities are not part of the standard process of assessment and rehabilitation of patients. Furthermore, it is known that children with cerebral palsy have impaired visuo-spatial competences. The main objective of this study is to evaluate and compare the spatial navigation abilities of typically developing children and of children with cerebral palsy using the "StarMaze" application delivered by means of a Head Mounted Display (HMD). The second aim is to investigate the user experience during the session. A similar application was already developed and tested in a virtual reality large scale platform whose size and cost limit the accessibility. Therefore, the assessment (and future training) of navigation abilities with affordable and easy-to-use technology such as HMD open new perspectives.
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Parallel
- 主要目的
- Basic Science
- 盲法
- None
入排标准
- 年龄范围
- 13 Years 至 —(Child, Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •IQ higher than 70
排除标准
- •Subjects with epileptic issues
- •Subjects with poor head control
- •Visual acuity not correctable with eyeglasses
研究组 & 干预措施
CP group
Participants with cerebral palsy are recruited.
干预措施: Virtual Reality baseline assessment (Other)
TD group
Typically developing children are recruited.
干预措施: Virtual Reality baseline assessment (Other)
结局指标
主要结局
Navigation strategy
时间窗: One day
The navigation strategy is measured by the application "StarMaze" delivered by the Oculus Quest viewer and it could be egocentric or allocentric. The strategy is egocentric if the participant finds the treasure in the virtual space by using a self-centred trajectory. The strategy is allocentric if the participant find the treasure in the virtual space by using a trajectory based on environmental cues.
次要结局
- Simulator Sickness Questionnaire(One day)
- Independent Television Commission-Sense of Presence Inventory(One day)
- Learning rate(One day)
- Short-form of PANAS-Positive Affect and Negative Affect Scales(One day)
- System Usability Scale(One day)
- Suitability Evaluation Questionnaire - simplified version(One day)
