Effects of Adding Force Control to a VR Game on Brain Activation
Overview
- Phase
- Not Applicable
- Intervention
- Not specified
- Conditions
- Healthy Aging
- Sponsor
- National Cheng-Kung University Hospital
- Enrollment
- 24
- Locations
- 1
- Primary Endpoint
- Oxygenated hemoglobin (HbO)
- Status
- Completed
- Last Updated
- last year
Overview
Brief Summary
One of the major contributor for the lower quality of living in the aged population, is the reduction in hand function. To mitigate this, several virtual-reality based hand rehabilitation/training systems have been developed.
However, most of these systems are solely controlled by hand gestures, and do not incorporate the force between the fingertips. Which is not the case for grabbing things in real life. With that in mind, the researchers assumed that a virtual-reality based hand rehabilitation/training system that incorporates force control into its input can be more beneficial in terms of recovering one's hand function.
To test out this claim, subjects were recruited and tasked to play a game using both input systems (wfc and wofc), while their brain activity while using both input system was simultaneously recorded using functional near infrared spectroscopy and compared
Investigators
Fong Chin Su
Chair Professor
National Cheng-Kung University Hospital
Eligibility Criteria
Inclusion Criteria
- •With normal vision or wearing prescription glass that can fit inside the Meta Quest 2 VR headset.
- •Able to understand English, Chinese, or Taiwanese language.
Exclusion Criteria
- •Experiencing motion sickness after prolonged usage of VR headsets
- •Having chronic diseases or injuries that can prevent them from participating in the experiment such as: hand injuries, missing fingers, blindness, deafness, hearing impairments, etc.
Outcomes
Primary Outcomes
Oxygenated hemoglobin (HbO)
Time Frame: 1 hour
The Oxygenated hemoglobin (HbO) was measured while the participants play the game under both conditions
Game performance1 (Amount of grasp initiated)
Time Frame: 1 hour
This unitless metric counts the number of times the subject initiates a grasp while playing the game, a higher amount of grasp initiated signifies worst performance
Game performance2 (Memory task accuracy)
Time Frame: 1 hour
This percentage is calculated by dividing the amount of correct response by the total amount of response. A larger perrcentage represents better performance
Secondary Outcomes
- Maximum voluntary pinch force(5 minutes)
- Recall(5 minutes)
- Manual dexterity(5 minutes)