Cognitive Intervention to Restore Capabilities for Learning and Retrieval of High-Fidelity Memory
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 50
- 试验地点
- 1
- 主要终点
- MDT Change in Mnemonic Discrimination
研究概览
简要总结
Therapeutic treatment is yet available for declining memory, which is an impairment affecting the quality of life for many older adults and patients with cognitive impairment. Cognitive training with an immersive video game promises to drive hippocampal-cortical plasticity and associated gains that can restore memory capability or provide therapeutic treatment for memory deficits.
详细描述
A hallmark of higher cognition is the capability for flexible association of diverse bits of information stored in memory, such that experiences can be remembered in detailed and distinct terms (i.e., high-fidelity long-term memory (LTM)). Interventions capable of sustaining improved learning and flexible association of new information into LTM remain elusive. Interventions have yet to be developed to attenuate the decline of high-fidelity LTM in normal aging or provide therapeutic treatment for patients with cognitive impairment without dementia (i.e., MCI).
This project applies a translational neuroscience approach in development of a cognitive training intervention that targets sustained improvement in capabilities for LTM and cognitive control. Treatments use commercially available head-mounted display Virtual Reality (VR) technology and tablet computers to present a deeply immersive spatial wayfinding video game. Based on preliminary results, the hypothesis is that immersion in a game to navigate errands through unfamiliar, visually complex neighborhoods (i.e., wayfinding) will be an effective means to environmental enrichment, which refers to a process whereby new and complex experiences bring change to brain and behavior.
The significance of this platform is from the effects in brain and behavior arising from cognitive training, which can generalize to improvements in untrained capability for high-fidelity LTM. Research in rodents and humans shows that learning a new, enriched environment spurs the healthy function of the hippocampus and supports lifelong neurogenesis. Adult-borne hippocampal neurogenesis has been linked as the neurobiological basis for the formation of new, high-fidelity memories.
The Labyrinth spatial wayfinding game was developed in-house to incorporate full scientific rigor, as with procedures in any properly controlled behavioral experiment. The game uses 3D and 2.5D computer graphics tools, as well as numerous levels of adaptive challenge, to deliver a dynamic, engaging experience for participants throughout the training regimen. Training can be administered with and without participant ambulation in movement through wayfinding runs.
A participant's pre- and post-training assessments will occur promptly before and after their 15 to 20-hour training regimen, including collection of functional MRI (fMRI) and structural MRI data. Cognitive outcome measures will assess capabilities for high-fidelity LTM retrieval.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Basic Science
- 盲法
- Double (Participant, Outcomes Assessor)
盲法说明
After recruitment, participants are randomly assigned to treatment arms. Participants and experimenters with whom they interact during the experiments are blind to the purpose of the randomly-assigned arm. First-level analysis performed blind to participant's treatment arm.
入排标准
- 年龄范围
- 62 Years 至 85 Years(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •fluent speakers of English
- •completed 12 or more years of education
- •normal or corrected-to-normal vision
- •dexterity to comfortably operate the scanner-compatible response box
- •freedom from physical and neurological conditions contra-indicated for fMRI
- •must confirm physical stamina and comfort for 45-minute, brisk walks on level ground
排除标准
- •use of psychotropic medications
- •history of concussions or dizziness, vestibular or balance problems
- •significant discomfort with virtual reality experiences
研究组 & 干预措施
Placebo Controls
Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.
干预措施: Placebo Games (Device)
LabyrinthVR Trackers
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via participant ambulation wearing leg-position trackers.
干预措施: LabyrinthVR (Device)
LabyrinthVR Scoot
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.
干预措施: LabyrinthVR (Device)
Coherence
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive rhythm training game.
干预措施: Coherence (Device)
Labyrinth Tablet
Multi-session cognitive intervention with tablet computer, displaying 2.5D version of Labyrinth game in an adaptive spatial wayfinding challenge. Game movement via on-screen control buttons.
干预措施: Tablet (Device)
Labyrinth VR wireless
Multi-session cognitive intervention with head-mounted display virtual reality computer game using wireless, narrower filed technology to presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.
干预措施: LabyrinthVR (Device)
结局指标
主要结局
MDT Change in Mnemonic Discrimination
时间窗: baseline immediately before and post-assessment immediately after training regimen is completed
Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.
WALK Change in Recall
时间窗: baseline immediately before and post-assessment immediately after training regimen is completed
Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.
Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination
时间窗: during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed
Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.
Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination
时间窗: during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed
functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.
次要结局
- Remote Cognitive Module (RCM)(baseline immediately before and post-assessment immediately after training regimen is completed)
- Test of Visual Attention Change in Top-down Control(baseline immediately before and post-assessment immediately after training regimen is completed)
