MedPath

Effects of Adding Force Control to a VR Game on Brain Activation

Not Applicable
Completed
Conditions
Healthy Aging
Interventions
Device: Virtual reality headset
Registration Number
NCT06412887
Lead Sponsor
National Cheng-Kung University Hospital
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

Detailed Description

Not available

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
24
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.

Study & Design

Study Type
INTERVENTIONAL
Study Design
CROSSOVER
Arm && Interventions
GroupInterventionDescription
with force control (wfc)Virtual reality headsetUsers play the game using the conventional virtual reality input system with force control
without force control (wofc)Virtual reality headsetUsers play the game using the conventional virtual reality input system
Primary Outcome Measures
NameTimeMethod
Oxygenated hemoglobin (HbO)1 hour

The Oxygenated hemoglobin (HbO) was measured while the participants play the game under both conditions

Game performance1 (Amount of grasp initiated)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)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 Outcome Measures
NameTimeMethod
Maximum voluntary pinch force5 minutes

The maximum voluntary pinch force of each particapant were measured using the Jamar pinch dynamometer at the beginning of the experiment

Recall5 minutes

The ability to recall information of each particapant was measured using the forward digit span test at the beginning of the experiment

Manual dexterity5 minutes

The manual dexterity of each participant was measured using the Purdue Pegboard Test at the beginning of the experiment

Trial Locations

Locations (1)

National Cheng Kung University

🇨🇳

Tainan, Taiwan

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