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Virtual RealityNCT05458804

VR Training on Hand-Eye Coordination and Reaction Time in Students

A study testing VR training in people with Virtual Reality, run by The Opole University of Technology at 1 site in Poland.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

Virtual reality (VR) is a three-dimensional image, which is created by means of computer programs. In most educational communities VR has been used as an opportunity to support many students. Read more about this study

Who is it for?
Ages 18 to 27 yearsHealthy volunteers can take part
Conditions the study is for
Virtual Reality
What is being tested?
VR training
Type of treatment
Medical device
Could I receive a placebo?
No, everyone receives an active treatment
How many people
31 participants
Where
1 sitePoland
Study dates
15 Nov 2021to 3 Dec 2021
Phase
Interventional
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 27 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • acceptance to participate in the research,
  • age 18-27

Who cannot join

  • diagnosed neurological diseases,
  • fear of wearing goggles
  • diagnosed diseases or injuries of the musculoskeletal system
  • regular sports activities during the week.

Trial locations and contacts

1 site in 1 country.

Poland1 site
  • Faculty of Physical Education and Physiotherapy, Opole University of Technology

    Opole, 45-758

Other trials in Poland

About this study

Official title: Training Using a Commercial Immersive Virtual Reality Sys-tem on Hand-Eye Coordination and Reaction Time in Students

Virtual reality (VR) is a three-dimensional image, which is created by means of computer programs. In most educational communities VR has been used as an opportunity to support many students. VR allows the user to observe the world generated for their own needs as the real world and experience impressions that are not available in real life. It was decided to examine how immersive VR-game will affect the eye-hand coordination on reaction time on students. The experimental group received a five-day training sessions using immersive VR game "Beat Saber", while control group was inactive comparator.

Read the detailed description

Eye-hand coordination can be defined as the ability to perform activities that require the simultaneous use of eyes and hands. Eye-hand coordination supports our daily activities, interactions with objects and people, and is critical to understanding how the brain creates internal models of the space and generates movement within it. Along with the development of technology, opportunities for stimulation of eye-hand coordination with the use of technical novelties have appeared. Virtual reality (VR) is a three-dimensional image, which is created by means of computer programs. It has become one of the technologies that offer many possibilities of application and use of its various aspects that can bring great benefits in the real world. In most educational communities VR has been used as an opportunity to support many students. It can be assumed that VR can help trainers or teachers, especially music teachers, by interacting through movement, realization and graphic images, to develop and shape skills such as eye-hand coordination. The use of virtual reality gives a wide range of possibilities for training, so it was decided to examine how it will affect the coordination of the eye-hand and reaction time in students.

Conditions
Virtual Reality
Being tested
VR training
Keywords
VR, eye-hand coordination, reaction time, exergame

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • VR trainingDevice

    A musical game called Beat Saber was used to conduct training sessions. The participant's task was to cut through the blocks of various colors in his direction to the rhythm of music, using two virtual swords. The swords were controlled by the player with controllers of different colors. Blocks had to be cut with a sword whose color matches the block and in the right direction which is indicated by an arrow on the block. The training session consisted of 4 music tracks with different paces and intensities of objects. In addition, during the song, the participant had to avoid objects-objects that randomly appeared in the game scenario - forcing the whole body to move.

Study groups in NCT05458804
Study groupRoleWhat they receive
Active experimental groupExperimentalThe participants were subjected to a 15-minute training session, once a day for 5 consecutive days. HTC VIVE Pro (HTC Corporation, New Taipei, Taiwan) goggles and accessories were used. It is specialized equipment consisting of a high-resolution screen goggles and headphones, using an Intel WiGig Wireless connection, and the technology allows for free 360 degrees of movement. The interaction in virtual reality is performed using two controllers held by the player. The movement of the controllers and goggles is tracked by two sensors. The game area covered about 5m2, in the form of a rectangle, determined by the location of motion sensors, as recommended by the manufacturer. The participant received visual information when approaching the boundaries of the game field. A Beat Saber music game was used to conduct training sessions
Receives: Device: VR training
Passive Control groupNo interventionParticipants in the control group did not participate in the training, and were instructed not to perform specific physical activities aimed at improving the examined abilities

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Trail Making Test

    Trial Making Test (TMT) A and TMT B were used to assess coordination. This test is a clinical tool for assessing eye-hand coordination. The task of the person tested in the first part (TMT A) was to combine 25 fields in order from the smallest to the largest continuous line. In the second part (TMT B), the subject was to alternate the numbers with the letters of the alphabet according to the formula 1-A, 2-B, 3-C, etc. with a continuous line. The result of the test is the time when the tested person connected all fields in the right order.

    Measured: up to 5 days

  2. Plate Tapping Test

    The Plate Tapping Test (Reaction Tap Test) is a reaction test using an alternating wall tapping action which measures upper body reaction time, hand-eye quickness and coordination. This test is part of the Eurofit Testing Battery.

    Measured: up to 5 days

  3. The ruler-drop test (Ditrich's test)

    During the test, the tester sat on the chair face to face, on the with which he supported his forearm (in the middle of the length). The four fingers of the hand of the examined person were tight and the thumb was visited. The tester held a rod with a diameter of 1.5 cm and length of 50 cm, on which was marked with a centimeter scale. The task of the examined person was to react as quickly as possible to her movement and by clenching the hand grip sticks. The distance from the beginning was measured scale to the point of grasp (bottom edge hands).

    Measured: up to 5 days

Secondary outcomes (1)
  1. Energy expenditure

    The SenseWear Armband was used to assess energy expenditure. The device was placed on the arm of the dominant upper limb. It continuously measured physiological variables through algorithms which determined the number of steps, MET, energy expenditure, and kcal

    Measured: up to 5 days

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted14 Jul 2022
  2. Study start15 Nov 2021
  3. Primary completion22 Nov 2021
  4. Study completion3 Dec 2021

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
31 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05458804
Sponsor's protocol ID
Beat Saber RCT
Status last verified
Jul 2022
First submitted
12 Jul 2022
Last updated
15 Jul 2022
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: It was decided to provide free access to the analysed data. The data will be available upon request sent to PI: s.rutkowski@po.opole.pl.

Questions about this trial

What is this clinical trial studying?

A study testing VR training in people with Virtual Reality, run by The Opole University of Technology at 1 site in Poland.

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 2 inclusion and 4 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: finished, as of the sponsor's last update on 15 Jul 2022. 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 Poland. 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 is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

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?

Trail Making Test (time frame: up to 5 days). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
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 15 Jul 2022.

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