Cognitive FatigueNCT04883359
Immersive VR Environments to Induce and Evaluate Cognitive Fatigability
An observational study of Cognitive Fatigue, run by National Institute of Nursing Research (NINR) at 1 site in United States.
Trial summary
Background: Immersive virtual reality (VR) technology is used by researchers to measure how people respond to complex stimuli in a controlled environment. Cognitive fatigue (CF) can result in serious consequences such as mistakes and accidents. Researchers want to see if VR can be used to learn more about CF. Read more about this study
- Who is it for?
- Ages 18 to 75 yearsHealthy volunteers can take part
- Conditions the study is for
- Cognitive Fatigue
- How many people
- 24 participants
- Where
- 1 siteUnited States
- Study dates
- 16 Jun 2021to 3 Oct 2023
- Phase
- Observational
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 75 years
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Study population: Healthy volunteers from the Washington D.C. metropolitan area
Who may be able to join
- Male or female participant aged 18-75
- Willingness to complete study procedures
- Willing to provide feedback about VR experiences
- Able to provide his/her own consent
Who cannot join
- Not fluent in English
- Any impairment in visual functioning (e.g., 3-d depth perception, visual acuity, oculomotor control) not corrected with lenses
- Eye pain or iritis
- Susceptibility to photogenic seizures and/or diagnosis of seizure disorder
- Inability to use hands to manipulate objects
- Diagnosis of a neurological condition
Show all 12Show fewer
- Diagnosis of a sleep disorder
- Current treatment for chronic physical pain, migraines, any diagnosis of a clinical condition associated with cognitive or physical fatigue (e.g. multiple sclerosis, chronic fatigue syndrome, etc.)
- Any history of acquired brain injury
- Current cold/flu symptoms
- NINR employee/staff or subordinate, relative, and/or co-worker of NINR employee/staff or a study investigator.
- For phase 2, participation in phase 1
Trial locations and contacts
1 site in 1 country.
United States1 site
National Institutes of Health Clinical Center
Bethesda, Maryland, 20892
About this study
Official title: Development of Immersive VR Environments to Induce and Evaluate Cognitive Fatigability: User Experience and Healthy Control Studies
Background:
Immersive virtual reality (VR) technology is used by researchers to measure how people respond to complex stimuli in a controlled environment. Cognitive fatigue (CF) can result in serious consequences such as mistakes and accidents. Researchers want to see if VR can be used to learn more about CF.
Read more
Objective:
To test the user experience of a VR program designed to study individual differences in the susceptibility to develop CF in healthy people while performing activities of daily living.
Eligibility:
Healthy adults ages 18-75 from the Washington Metropolitan area
Design:
Participants will be screened with questions about their health and medical history.
The VR program simulates a real-world grocery shopping environment. Participants will be given a shopping task.
Participants will be seated. They will wear a head-mounted display (HMD) for 1.5 hours. The device is worn on the head. It presents images to the eyes. Eye-tracking data may be collected through the HMD.
The following will happen in the VR environment:
- Participants will be seated at a kitchen table. They will complete a pillbox task 2 times.
- Participants will be placed in a small grocery store. They will be trained how to use the controllers to shop.
- Participants will appear to be seated in front of a screen. They will be shown how to answer questions about how tired they feel and if the tasks are hard to do.
- Participants will be placed in a large grocery store. They will complete a shopping task.
Participants will complete surveys. They will also answer questions about the VR experience.
Participants will have 1 or 2 study visits. It will last 3-4 hours total.
Read the detailed description
Objective: This study evaluates the utility of immersive virtual environments for objectively studying individual differences in the susceptibility to develop cognitive fatigue in healthy controls while performing instrumental activities of daily living (IADL) in two phases. Phase 1 aims to test functionality and user experience of the virtual reality (VR) experience; and phase 2 aims to evaluate the level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale-Fatigue (VAS-F). The primary goal of the protocol is the study of individual differences in subjective fatigability associated with grocery shopping using immersive Virtual Reality as a research platform. The secondary objective of the protocol is to identify objective measures of cognitive fatigue.
Primary Endpoint Phase 1: The phase 1 primary dependent measure is the total count of the number of times, after completing the grocery shopping training exercise, the subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment. Secondary Endpoint for Phase 1: the ocular and general symptoms score from the virtual reality symptom questionnaire (Ames et al., 2005); and the total score from the presence questionnaire (Regenbrecht et al., 2002).
The Primary Endpoint for Phase 2 primary:Total score of VAS-F (Lee et al., 1991).
The Secondary Endpoint for Phase 2;Self-reported cognitive load score measured by the NASA-TLX (Hart et al., 1988), eye-tracking data (e.g., percent eye-closure, fixation length, blink rate) and task performance measures (e.g. shopping list total correct item selection score, shopping list total incorrect item selection score, average item-selection time score).
Study Population: The study plans to enroll a total of 84 (24 in phase 1 and 60 in phase 2) healthy participants from the Washington Metropolitan area between ages 18-75.
Key Inclusion/Exclusion Criteria: Both study phases utilize the same key inclusion/exclusion. Participants must be between the ages (Bullet) 18 and 75 years. Key exclusion criteria include: visual impairment in the form of limited or reduced 3D vision, oculomotor disorder/dysfunction, susceptibility to visually-induced seizures, iritis, frequent headaches/migraines, severe sensitivity to motion sickness and any impairment in the use of arms/hands/fingers.
Design: All participants will complete the study at the NIH main campus clinical center. This is a two-phase research study. All participants will be screened for physical health, cognitive and visual symptoms via self-report. Phase 1 combines a traditional user experience design that utilizes qualitative, quantitative, and observational methods to test the software functionality, user interface, and realism of the immersive experience and a randomized control trial to estimate of effectiveness of the fatigue induction tasks. Phase 2 utilizes a 3-arm randomized control trial, where participants will be randomized into one of three virtual shopping experiences, a control condition (exploration of the shopping environment), a cognitively challenging condition (standard shopping list completion task), or a cognitive and emotionally challenging condition (shopping list with interruptions, interference, and rework). All participants will complete questionnaires and cognitive tests pre-and-post VR environment. Questionnaires related to target processes (fatigue and workload) are administered in the environment. After completing post-environment questionnaires, the participants are provided an opportunity to give verbal feedback about the experience and to note any observed problems with the interface or use of controllers, as well as their VR experience.
Study Duration: Phase 1 is expected to be completed in a period of 8 months from opening of enrollment to completion of data analysis. Phase 2 will require 12 months from opening of enrolment until data analysis.
Participant Duration: Phase 1 is completed in one visit to the NIH campus, Phase 2 may be completed in 1 or 2 visits to the NIH campus within the same week or consecutive weeks.
- Conditions
- Cognitive Fatigue
- Keywords
- Emotional Regulation, Cognitive Interference, Planning, Behavioral Regulation, Stress Impact on Cognition, Natural History
- Medical subject headings
- Emotional Regulation
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
| Study group | Role | What they receive |
|---|---|---|
| Healthy Volunteers | From the Washington, D.C. metropolitan area |
What is being measured
The primary outcome is the main question the study is designed to answer.
Phase 1: The total tally of the number of times a subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment.
Phase 1: The outcome is the effectiveness of the grocery shopping training experience as indicated by the ability of healthy adults to perform all required shopping tasks in the immersive virtual reality environment.
Measured: During study
Phase 2: The level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale- Fatigue (VAS-F).
Phase 2: Self-reported change in cognitive fatigue.
Measured: During study
Secondary outcomes (2)
Obtain initial data pertaining to the environment's ability to create feelings of fatigue as intended.
Phase 1: secondary outcomes include: eye strain, level of presence in the virtual experience, cognitive load, and processing speed and working memory.
Measured: During study
Identify performance and potential eye tracking measures that objectively identify fatigability.
Phase 2: Secondary outcomes include: ocular and physical symptoms pre- andpost shopping, evaluation of 1) shopping performance, 2) relationship between personality and subjective and objective fatigue susceptibility, 3) relationship between transient mood and trait fatigue and subjective and objective fatigue susceptibility, 4) relationship among subjective and objective fatigue measures, 5) relationships between individual characteristics and cognitive performance, fatigue, and workload.
Measured: During study
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted12 May 2021
- Study start16 Jun 2021
- Primary completion3 Oct 2023
- Study completion3 Oct 2023
Why it stopped: PI left the NIH. Study will not continue.
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (2)Papers the sponsor has linked to this study.
- Other trials for Cognitive FatigueStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Observational
- Observational model
- Other
- Time perspective
- Cross-sectional
- Enrolment
- 24 participants (actual)
Sponsor and investigators
- Lead sponsor
- National Institute of Nursing Research (NINR)
- Sponsor type
- US National Institutes of Health
- Responsible party
- Sponsor
- Investigators
- Patricia Brennan, Ph.D., Principal investigator, National Institute of Nursing Research (NINR)
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT04883359
- Sponsor's protocol ID
- 10001744
- Other IDs
- 001744-NR
- Status last verified
- Oct 2023
- First submitted
- 11 May 2021
- Last updated
- 16 Oct 2023
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
Flash S, Goldsmith DM, Nelson TL, Thompson W, Flatley Brennan P. Assessing the usability of an immersive virtual reality grocery store in healthy controls. Int J Med Inform. 2024 Jul;187:105458. doi: 10.1016/j.ijmedinf.2024.105458. Epub 2024 Apr 16.
PubMed 38648684Holdnack JA, Brennan PF. Usability and Effectiveness of Immersive Virtual Grocery Shopping for Assessing Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2021 Aug 4;10(8):e28073. doi: 10.2196/28073.
PubMed 34346898
Study at a glance
From the registry record, last updated by the sponsor on 16 Oct 2023. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Development of Immersive VR Environments to Induce and Evaluate Cognitive Fatigability: User Experience and Healthy Control Studies
- ClinicalTrials.gov ID
- NCT04883359
- Acronym / sponsor ID
- 10001744
- Conditions
- Cognitive Fatigue
- Keywords
- Emotional Regulation, Cognitive Interference, Planning, Behavioral Regulation, Stress Impact on Cognition, Natural History
- Study type
- Observational
- Recruitment status
- TerminatedReason stopped: PI left the NIH. Study will not continue.
- Enrolment
- 24 participants (actual)
- Lead sponsor
- National Institute of Nursing Research (NINR)US National Institutes of Health
- Study start
- 16 Jun 2021 (actual)
- Primary completion
- 3 Oct 2023 (actual)
- Study completion
- 3 Oct 2023 (actual)
- First posted
- 12 May 2021 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Background:
Immersive virtual reality (VR) technology is used by researchers to measure how people respond to complex stimuli in a controlled environment. Cognitive fatigue (CF) can result in serious consequences such as mistakes and accidents. Researchers want to see if VR can be used to learn more about CF.
Objective:
To test the user experience of a VR program designed to study individual differences in the susceptibility to develop CF in healthy people while performing activities of daily living.
Eligibility:
Healthy adults ages 18-75 from the Washington Metropolitan area
Design:
Participants will be screened with questions about their health and medical history.
The VR program simulates a real-world grocery shopping environment. Participants will be given a shopping task.
Participants will be seated. They will wear a head-mounted display (HMD) for 1.5 hours. The device is worn on the head. It presents images to the eyes. Eye-tracking data may be collected through the HMD.
The following will happen in the VR environment:
- Participants will be seated at a kitchen table. They will complete a pillbox task 2 times.
- Participants will be placed in a small grocery store. They will be trained how to use the controllers to shop.
- Participants will appear to be seated in front of a screen. They will be shown how to answer questions about how tired they feel and if the tasks are hard to do.
- Participants will be placed in a large grocery store. They will complete a shopping task.
Participants will complete surveys. They will also answer questions about the VR experience.
Participants will have 1 or 2 study visits. It will last 3-4 hours total.
Detailed description
Objective: This study evaluates the utility of immersive virtual environments for objectively studying individual differences in the susceptibility to develop cognitive fatigue in healthy controls while performing instrumental activities of daily living (IADL) in two phases. Phase 1 aims to test functionality and user experience of the virtual reality (VR) experience; and phase 2 aims to evaluate the level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale-Fatigue (VAS-F). The primary goal of the protocol is the study of individual differences in subjective fatigability associated with grocery shopping using immersive Virtual Reality as a research platform. The secondary objective of the protocol is to identify objective measures of cognitive fatigue.
Primary Endpoint Phase 1: The phase 1 primary dependent measure is the total count of the number of times, after completing the grocery shopping training exercise, the subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment. Secondary Endpoint for Phase 1: the ocular and general symptoms score from the virtual reality symptom questionnaire (Ames et al., 2005); and the total score from the presence questionnaire (Regenbrecht et al., 2002).
The Primary Endpoint for Phase 2 primary:Total score of VAS-F (Lee et al., 1991).
The Secondary Endpoint for Phase 2;Self-reported cognitive load score measured by the NASA-TLX (Hart et al., 1988), eye-tracking data (e.g., percent eye-closure, fixation length, blink rate) and task performance measures (e.g. shopping list total correct item selection score, shopping list total incorrect item selection score, average item-selection time score).
Study Population: The study plans to enroll a total of 84 (24 in phase 1 and 60 in phase 2) healthy participants from the Washington Metropolitan area between ages 18-75.
Key Inclusion/Exclusion Criteria: Both study phases utilize the same key inclusion/exclusion. Participants must be between the ages (Bullet) 18 and 75 years. Key exclusion criteria include: visual impairment in the form of limited or reduced 3D vision, oculomotor disorder/dysfunction, susceptibility to visually-induced seizures, iritis, frequent headaches/migraines, severe sensitivity to motion sickness and any impairment in the use of arms/hands/fingers.
Design: All participants will complete the study at the NIH main campus clinical center. This is a two-phase research study. All participants will be screened for physical health, cognitive and visual symptoms via self-report. Phase 1 combines a traditional user experience design that utilizes qualitative, quantitative, and observational methods to test the software functionality, user interface, and realism of the immersive experience and a randomized control trial to estimate of effectiveness of the fatigue induction tasks. Phase 2 utilizes a 3-arm randomized control trial, where participants will be randomized into one of three virtual shopping experiences, a control condition (exploration of the shopping environment), a cognitively challenging condition (standard shopping list completion task), or a cognitive and emotionally challenging condition (shopping list with interruptions, interference, and rework). All participants will complete questionnaires and cognitive tests pre-and-post VR environment. Questionnaires related to target processes (fatigue and workload) are administered in the environment. After completing post-environment questionnaires, the participants are provided an opportunity to give verbal feedback about the experience and to note any observed problems with the interface or use of controllers, as well as their VR experience.
Study Duration: Phase 1 is expected to be completed in a period of 8 months from opening of enrollment to completion of data analysis. Phase 2 will require 12 months from opening of enrolment until data analysis.
Participant Duration: Phase 1 is completed in one visit to the NIH campus, Phase 2 may be completed in 1 or 2 visits to the NIH campus within the same week or consecutive weeks.
Study design
- Observational model
- Other
- Time perspective
- Cross-sectional
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| Healthy Volunteers | – | –From the Washington, D.C. metropolitan area |
Who may qualify
- Ages
- 18 to 75 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
- Study population
- Healthy volunteers from the Washington D.C. metropolitan area
Key inclusion criteria (4 listed)
- Male or female participant aged 18-75
- Willingness to complete study procedures
- Willing to provide feedback about VR experiences
- Able to provide his/her own consent
Key exclusion criteria (12 listed)
- Not fluent in English
- Any impairment in visual functioning (e.g., 3-d depth perception, visual acuity, oculomotor control) not corrected with lenses
- Eye pain or iritis
- Susceptibility to photogenic seizures and/or diagnosis of seizure disorder
- Inability to use hands to manipulate objects
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Primary outcome
Phase 1: The total tally of the number of times a subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment.
Time frame: During study
Phase 1: The outcome is the effectiveness of the grocery shopping training experience as indicated by the ability of healthy adults to perform all required shopping tasks in the immersive virtual reality environment.
Phase 2: The level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale- Fatigue (VAS-F).
Time frame: During study
Phase 2: Self-reported change in cognitive fatigue.
2 secondary outcomes
Obtain initial data pertaining to the environment's ability to create feelings of fatigue as intended.
Time frame: During study
Identify performance and potential eye tracking measures that objectively identify fatigability.
Time frame: During study
Results and safety
The study was stopped early (reason given: PI left the NIH. Study will not continue.). Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 16 Oct 2023.
- Derived from this study: PubMed 38648684Flash S, Goldsmith DM, Nelson TL, Thompson W, Flatley Brennan P. Assessing the usability of an immersive virtual reality grocery store in healthy controls. Int J Med Inform. 2024 Jul;187:105458. doi: 10.1016/j.ijmedinf.2024.105458. Epub 2024 Apr 16.
- Derived from this study: PubMed 34346898Holdnack JA, Brennan PF. Usability and Effectiveness of Immersive Virtual Grocery Shopping for Assessing Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2021 Aug 4;10(8):e28073. doi: 10.2196/28073.
- NIH Clinical Center Detailed Web PageLink provided by the sponsor.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Patricia Brennan, Ph.D. principal investigator
National Institute of Nursing Research (NINR)
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Cognitive Fatigue, run by National Institute of Nursing Research (NINR) at 1 site in United States.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 4 inclusion and 12 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: stopped early, as of the sponsor's last update on 16 Oct 2023. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study was stopped early (reason given: PI left the NIH. Study will not continue.). Results are not available in the source record.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Phase 1: The total tally of the number of times a subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment. (time frame: During study). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT04883359, which also lists 2 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 16 Oct 2023.