HealthyNCT05836038
VR, Visio-tactile Stimulation and Embodiment
A study testing Visio-Tactile Stimulation in people with Healthy, run by Tufts University.
Trial summary
Investigators will evaluate the feasibility of "puppeting" a virtual hand with the opposite hand in increasing complex movements and the effect of visio-tactile stimuli on embodiment to determine if it is a necessary part of the process. Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Healthy
- What is being tested?
- Visio-Tactile Stimulation
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 0 participants
- Where
- No sites listed yet
- Study dates
- 1 Oct 2024to 31 Oct 2025
- 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 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- • 30 adult participants (18+)
- Right Handed
Who cannot join
- Seizure, loss of awareness, or other symptom linked to an epileptic condition in the last 5 years
- Blind;
- Unable to use hands to reach and grasp items
- Implanted medical device such as a pacemaker, defibrillator, or hearing aid.
- Contagious disorder on the face (such as pink eye) that could be transmitted via the VR head set or has open areas on the face or head that would come in contact with the headset;
- Unable to understand and respond to English
About this study
Official title: Creating Embodiment in Virtual Reality: A Pilot Study Evaluating Visio-tactile Stimulation and Feasibility
Investigators will evaluate the feasibility of "puppeting" a virtual hand with the opposite hand in increasing complex movements and the effect of visio-tactile stimuli on embodiment to determine if it is a necessary part of the process.
Read the detailed description
Embodiment refers to a subjective experience where a person views a simulated body and its properties are experienced as if they were the person's own biological body (1). Embodiment is notably seen in the rubber hand illusion (2): a rubber hand is made to substitute for the real hand using visio-tactile stimulation to connect the rubber hand to the participant. In visio-tactile stimulation, the real hand is hidden from view and the rubber hand is positioned where the real hand should be. Both hands are simultaneously stroked while the participant views the rubber hand. Within a short time, the rubber hand "feels" touch and pain, independent of the real hand.
In this study investigators will evaluate the ability to enable embodiment in a virtual reality environment. After providing background information, participants will then complete the "Real Hand Session" of the Study Protocol (See below) using their real hand to move the same side virtual hand (e.g. left real hand movements will move left virtual hand). Participants will complete Usability and Embodiment /Presence surveys After the Actual Protocol, participants in the VTS group will receive visio-tactile stimuli. They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern. Participants in the NoVTS will spend the same amount of time looking at their virtual hand without the touching (~1 minute).
For the "Puppet Session" participants will complete the same tasks as the "Real Hand Session"(See Below) but movement of the real hand will "puppet" the opposite virtual hand (right real hand movements will move left virtual hand). After completing the session participants will complete Usability and Embodiment /Presence surveys
Study Protocol Sessions.(20 to 30 minutes). All take place in the virtual environment Hand Movement- Press a 36-button sequence 4x Bilateral Task - "Catch" 36 "fireflies" with both hands 4x. Unilateral Task - "Catch 36 "fireflies" with one hand 4x. Avoidance Task - Press a 36-button sequence. A "dangerous" virtual obstacle (e.g., sawblade) will be placed in the path of the virtual hand during some of the trajectories. Investigators will see how far from the most efficient trajectory participants moves to avoid the object
Hypotheses H1: Participants will demonstrate a greater sense of embodiment with visio-tactile stimuli (VTS) than without visio-tactile stimuli (NoVTS) H1a: Participants in the VTS group will report higher levels of embodiment than those in the NoVTS group.
H1b: Participants will demonstrate significantly better motor performance in the VTS group than the NoVTS group.
H1c: Participants in the VTS group will demonstrate greater avoidance of "dangerous items" than those in the NoVTS group H1d: Participants in the VTS group will report better usability of the embodied virtual hand than those in the NoVTS group.
H2: Motor Performance of the "Puppeted" virtual hand will be similar to the "Actual" virtual hand.
- Conditions
- Healthy
- Being tested
- Visio-Tactile Stimulation
- Keywords
- Virtual Reality, Visio-tactile stimulation, Feasibility, Embodiment
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Visio-Tactile StimulationBehavioural
They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern.
| Study group | Role | What they receive |
|---|---|---|
| Visio-tactile stimulation (VTS) during Virtual Reality | Experimental | Participants in this group will receive visio-tactile stimulation prior to engaging with the VR program. They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern. Receives: Behavioral: Visio-Tactile Stimulation |
| No Visio-Tactile Stimulation (NoVTS) during Virtual Reality | No intervention | Participants in this group will not receive visio-tactile stimulation prior to engaging with the VR program. They will be asked to look at their virtual hands for approximately the same amount of time as the VST group receive their stimulation |
What is being measured
The primary outcome is the main question the study is designed to answer.
Motor Performance - Speed
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate speed
Measured: Through study completion, 1 day
Motor Performance - Velocity
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate velocity
Measured: Through study completion, 1 day
Motor Performance - Precision
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate Precision
Measured: Through study completion, 1 day
Motor Performance - Trajectory
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate trajectory
Measured: Through study completion, 1 day
Motor Performance - Path Length
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate path length
Measured: Through study completion, 1 day
Motor Performance - Time to Target
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate Time to target
Measured: Through study completion, 1 day
Motor Performance - Error rate
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate error rate
Measured: Through study completion, 1 day
Embodiment
Participants perception of immersion during VR experience: Using Peck's Embodiment Scale (16 items scored on a 7 point likert scale with a final score between 1 and 7 with a higher score indicating greater emobidment) and the IPQ Presence questionnaire (14 items on a 7 point likert scale with a higher score indicating greater embodiment)
Measured: Through study completion, 1 day
Presence
Participants perception of immersion during VR experience: IPQ Presence questionnaire (14 items on a 7 point likert scale with a score between 7 and 98 and a higher score indicating greater presence)
Measured: Through study completion, 1 day
Usability - Engagement
Participants perception of the ease of use of the VR system using the User Engagement Scale (a 12 item 1-5 pt likert scale with scores between 12 and 60 and a higher score indicating greater usability)
Measured: Through study completion, 1 day
Usability - Task Demands
Participants perception of the ease of use of the VR system using the NASA Task Index (6-item scored on 10 point VAS. Items are weighted by subject perception of what is important part of task. Higher score indicates greater task demand)
Measured: Through study completion, 1 day
Usability - ease of use
Participants perception of the ease of use of the VR system using the System Usability Scale (10 item scored on 1-5 likert, scores are converted to a 100 scale with a higher score indicating greater ease of use)
Measured: Through study completion, 1 day
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted1 May 2023
- Study start1 Oct 2024 (estimated)
- Primary completion30 Apr 2025 (estimated)
- Study completion31 Oct 2025 (estimated)
Why it stopped: Investigator moved to new area and no longer had resources to complete study
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for HealthyStudies 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
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 0 participants (actual)
Sponsor and investigators
- Lead sponsor
- Tufts University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Nancy Baker, Tufts University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05836038
- Sponsor's protocol ID
- HM&E123
- Status last verified
- Mar 2025
- First submitted
- 8 Mar 2023
- Last updated
- 6 Mar 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 6 Mar 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Creating Embodiment in Virtual Reality: A Pilot Study Evaluating Visio-tactile Stimulation and Feasibility
- ClinicalTrials.gov ID
- NCT05836038
- Acronym / sponsor ID
- HM&E123
- Conditions
- Healthy
- Keywords
- Virtual Reality, Visio-tactile stimulation, Feasibility, Embodiment
- Study type
- Interventional
- Recruitment status
- WithdrawnReason stopped: Investigator moved to new area and no longer had resources to complete study
- Enrolment
- 0 participants (actual)
- Lead sponsor
- Tufts UniversityUniversity, hospital or other
- Study start
- 1 Oct 2024 (estimated)
- Primary completion
- 30 Apr 2025 (estimated)
- Study completion
- 31 Oct 2025 (estimated)
- First posted
- 1 May 2023 (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.
Investigators will evaluate the feasibility of "puppeting" a virtual hand with the opposite hand in increasing complex movements and the effect of visio-tactile stimuli on embodiment to determine if it is a necessary part of the process.
Detailed description
Embodiment refers to a subjective experience where a person views a simulated body and its properties are experienced as if they were the person's own biological body (1). Embodiment is notably seen in the rubber hand illusion (2): a rubber hand is made to substitute for the real hand using visio-tactile stimulation to connect the rubber hand to the participant. In visio-tactile stimulation, the real hand is hidden from view and the rubber hand is positioned where the real hand should be. Both hands are simultaneously stroked while the participant views the rubber hand. Within a short time, the rubber hand "feels" touch and pain, independent of the real hand.
In this study investigators will evaluate the ability to enable embodiment in a virtual reality environment. After providing background information, participants will then complete the "Real Hand Session" of the Study Protocol (See below) using their real hand to move the same side virtual hand (e.g. left real hand movements will move left virtual hand). Participants will complete Usability and Embodiment /Presence surveys After the Actual Protocol, participants in the VTS group will receive visio-tactile stimuli. They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern. Participants in the NoVTS will spend the same amount of time looking at their virtual hand without the touching (~1 minute).
For the "Puppet Session" participants will complete the same tasks as the "Real Hand Session"(See Below) but movement of the real hand will "puppet" the opposite virtual hand (right real hand movements will move left virtual hand). After completing the session participants will complete Usability and Embodiment /Presence surveys
Study Protocol Sessions.(20 to 30 minutes). All take place in the virtual environment Hand Movement- Press a 36-button sequence 4x Bilateral Task - "Catch" 36 "fireflies" with both hands 4x. Unilateral Task - "Catch 36 "fireflies" with one hand 4x. Avoidance Task - Press a 36-button sequence. A "dangerous" virtual obstacle (e.g., sawblade) will be placed in the path of the virtual hand during some of the trajectories. Investigators will see how far from the most efficient trajectory participants moves to avoid the object
Hypotheses H1: Participants will demonstrate a greater sense of embodiment with visio-tactile stimuli (VTS) than without visio-tactile stimuli (NoVTS) H1a: Participants in the VTS group will report higher levels of embodiment than those in the NoVTS group.
H1b: Participants will demonstrate significantly better motor performance in the VTS group than the NoVTS group.
H1c: Participants in the VTS group will demonstrate greater avoidance of "dangerous items" than those in the NoVTS group H1d: Participants in the VTS group will report better usability of the embodied virtual hand than those in the NoVTS group.
H2: Motor Performance of the "Puppeted" virtual hand will be similar to the "Actual" virtual hand.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Visio-tactile stimulation (VTS) during Virtual Reality | Experimental | Behavioral: Visio-Tactile StimulationParticipants in this group will receive visio-tactile stimulation prior to engaging with the VR program. They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern. |
| No Visio-Tactile Stimulation (NoVTS) during Virtual Reality | No intervention | –Participants in this group will not receive visio-tactile stimulation prior to engaging with the VR program. They will be asked to look at their virtual hands for approximately the same amount of time as the VST group receive their stimulation |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (2 listed)
- • 30 adult participants (18+)
Key exclusion criteria (6 listed)
- Seizure, loss of awareness, or other symptom linked to an epileptic condition in the last 5 years
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Visio-Tactile StimulationThey will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern. | Behavioural | Visio-tactile stimulation (VTS) during Virtual Reality |
Primary outcome
Motor Performance - Speed
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate speed
Motor Performance - Velocity
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate velocity
Motor Performance - Precision
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate Precision
Motor Performance - Trajectory
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate trajectory
Motor Performance - Path Length
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate path length
Motor Performance - Time to Target
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate Time to target
Motor Performance - Error rate
Time frame: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate error rate
Embodiment
Time frame: Through study completion, 1 day
Participants perception of immersion during VR experience: Using Peck's Embodiment Scale (16 items scored on a 7 point likert scale with a final score between 1 and 7 with a higher score indicating greater emobidment) and the IPQ Presence questionnaire (14 items on a 7 point likert scale with a higher score indicating greater embodiment)
Presence
Time frame: Through study completion, 1 day
Participants perception of immersion during VR experience: IPQ Presence questionnaire (14 items on a 7 point likert scale with a score between 7 and 98 and a higher score indicating greater presence)
Usability - Engagement
Time frame: Through study completion, 1 day
Participants perception of the ease of use of the VR system using the User Engagement Scale (a 12 item 1-5 pt likert scale with scores between 12 and 60 and a higher score indicating greater usability)
Usability - Task Demands
Time frame: Through study completion, 1 day
Participants perception of the ease of use of the VR system using the NASA Task Index (6-item scored on 10 point VAS. Items are weighted by subject perception of what is important part of task. Higher score indicates greater task demand)
Usability - ease of use
Time frame: Through study completion, 1 day
Participants perception of the ease of use of the VR system using the System Usability Scale (10 item scored on 1-5 likert, scores are converted to a 100 scale with a higher score indicating greater ease of use)
Results and safety
The study was withdrawn before enrolling participants, so there are no results.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 6 Mar 2026.
- Individual participant dataSharing planned: No
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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.
The record lists no contact. Use the official record to reach the sponsor.
Questions about this trial
What is this clinical trial studying?
A study testing Visio-Tactile Stimulation in people with Healthy, run by Tufts University.
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 6 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: withdrawn, as of the sponsor's last update on 6 Mar 2026. Status can change between updates, so confirm with the study contact before making plans.
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 withdrawn before enrolling participants, so there are no results.
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?
Motor Performance - Speed (time frame: Through study completion, 1 day). The study lists 12 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 6 Mar 2026.