Effects of Adding Force Control to a VR Game on Brain Activation
- 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
- 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.
- 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
Group Intervention Description with force control (wfc) Virtual reality headset Users play the game using the conventional virtual reality input system with force control without force control (wofc) Virtual reality headset Users play the game using the conventional virtual reality input system
- Primary Outcome Measures
Name Time Method 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
Name Time Method Maximum voluntary pinch force 5 minutes The maximum voluntary pinch force of each particapant were measured using the Jamar pinch dynamometer at the beginning of the experiment
Recall 5 minutes The ability to recall information of each particapant was measured using the forward digit span test at the beginning of the experiment
Manual dexterity 5 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