AzTrials
AzTrials

Healthy Young AdultsNCT07709065

Acute Effect of Immersive VR Technology on Postural Control and Reaction Time in Young Adults

A study testing Virtual reality gamified motor coordination task in people with Healthy Young Adults, run by University of Rzeszow 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
Search all trials

Trial summary

This study investigates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial. Read more about this study

Who is it for?
Ages 18 to 25 yearsHealthy volunteers can take part
Conditions the study is for
Healthy Young Adults
What is being tested?
Virtual reality gamified motor coordination task
Could I receive a placebo?
No, everyone receives an active treatment
How many people
81 participants
Where
1 sitePoland
Study dates
22 Jan 2026to 31 Mar 2026
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 25 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • written informed consent and complete questionnaire completion;
  • age between 18 and 25 years;
  • ability to maintain upright standing posture;
  • non-professional athletic status;
  • no neurological or psychiatric disorders;
  • regular use of a phone or computer for at least 1 hour per day;
  • no medication affecting the nervous system.

Who cannot join

  • age <18 or >25 years;
  • pregnancy;
  • disability;
  • metal implants;
  • epilepsy;
  • lack of informed consent;
Show all 16Show fewer
  • frequent migraines;
  • balance disorders;
  • surgery or injury within the previous 6 months;
  • uncorrected visual impairment;
  • skin conditions or allergies preventing device use;
  • acute illness on the day of testing;
  • shift work causing circadian rhythm disruption;
  • prior regular use of VR technology;
  • claustrophobia or anxiety related to enclosed spaces or simulated movement; and
  • intensive physical activity within 24 hours prior to testing.

Trial locations and contacts

1 site in 1 country.

Poland1 site
  • University of Rzeszów

    Rzeszów, 35-328

Other trials in Poland

About this study

Official title: Acute Effect of Immersive VR Technology on Postural Control and Reaction Time in Young Adults: a Randomized Controlled Trial

This study investigates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.

Participants are eligible if they provide written informed consent, complete all study questionnaires, are aged 18-25 years, are able to maintain an upright standing posture, have non-professional athletic status, have no neurological or psychiatric disorders, use a phone or computer for at least 1 hour per day, and do not take medication affecting the nervous system. Exclusion criteria include age outside the 18-25 range, pregnancy, disability, metal implants, epilepsy, inability to provide consent, frequent migraines, balance disorders, recent surgery or injury (within 6 months), uncorrected visual impairment, skin conditions or allergies preventing device use, acute illness on the day of testing, shift work causing circadian rhythm disruption, prior regular VR use, claustrophobia or anxiety related to enclosed spaces or simulated movement, and intensive physical activity within 24 hours before testing.

Read more

Eligible participants are randomly allocated in a 1:1 ratio using sequentially numbered, sealed, opaque envelopes to either a VR intervention group or a control group.

All participants are assessed at baseline and after a 20-minute interval. In the VR group, post-assessment is performed immediately after VR exposure, while in the control group it follows a matched resting period. All measurements are conducted by a single trained examiner at a similar time of day using a standardized protocol. Anthropometric measurements (height and body mass) are obtained barefoot using a medical scale (Charder MS4971, Taiwan), and body mass index (BMI) is calculated.

Postural control and reaction time are assessed using computerized dynamic posturography with the NeuroCom Balance Manager system. Two standardized protocols are used: the Sensory Organization Test (SOT) and the Limits of Stability (LOS). The SOT evaluates the integration of somatosensory, visual, and vestibular inputs for postural control across six sensory conditions involving variations in platform and visual stability. The LOS assesses voluntary control of the center of gravity toward visual targets without loss of balance, providing measures of movement accuracy and reaction time from movement initiation to target acquisition.

The primary outcome is the composite SOT score. Secondary outcomes include SOM, VIS, VEST, and PREF parameters derived from the SOT, as well as reaction time measured in the LOS protocol.

The experimental group undergoes a 20-minute VR intervention using the HTC VIVE Cosmos. The intervention consists of a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control. The control group remains at rest for the same duration and does not receive any active intervention, allowing isolation of the effects of VR exposure. Due to the nature of the intervention, blinding of participants, assessors, and intervention providers is not feasible.

After the intervention or rest period, all participants repeat the SOT and LOS assessments under identical conditions to evaluate the acute effects of VR exposure on postural control and reaction time.

Read the detailed description

This study evaluates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.

Participants are eligible if they provide written informed consent and complete all study questionnaires, are aged between 18 and 25 years, are able to maintain an upright standing posture, have non-professional athletic status, have no diagnosed neurological or psychiatric disorders, use a phone or computer for at least 1 hour per day, and do not use medication affecting the nervous system. Exclusion criteria include age under 18 or over 25 years, pregnancy, disability, metal implants, epilepsy, inability to provide informed consent, frequent migraines, balance disorders, surgery or injury within the previous 6 months, uncorrected visual impairment, skin conditions or allergies preventing device use, acute illness on the day of testing, shift work causing circadian rhythm disruption, prior regular use of VR technology, claustrophobia or anxiety related to enclosed spaces or simulated movement, and intensive physical activity within 24 hours prior to testing.

Eligible participants are randomly allocated in a 1:1 ratio using sequentially numbered, sealed, opaque envelopes to either a VR intervention group or a control group.

All participants are assessed at baseline and again after a 20-minute interval. In the VR group, the post-assessment is conducted immediately after VR exposure, whereas in the control group it follows a matched resting period. All measurements are performed by a single trained examiner at a similar time of day using a standardized protocol. Anthropometric data, including height and body mass, are collected barefoot using a medical scale (Charder MS4971, Taiwan), and body mass index (BMI) is calculated.

Postural control and reaction time are evaluated using computerized dynamic posturography with the NeuroCom Balance Manager system, applying two standardized protocols: the Sensory Organization Test (SOT) and the Limits of Stability (LOS). The SOT assesses integration of somatosensory, visual, and vestibular inputs for postural control through six conditions (fixed or sway-referenced platform and vision), each repeated three times, conducted according to manufacturer guidelines with participants standing in a safety harness and standardized foot positioning aligned to the platform's axis of rotation. The LOS protocol evaluates voluntary control of the center of gravity toward visual targets without losing balance, providing measures of movement accuracy and reaction time from initiation of weight shift to target acquisition.

The primary outcome is the composite SOT score, while secondary outcomes include SOM, VIS, VEST, and PREF parameters derived from the SOT, as well as reaction time measured in the LOS protocol.

The experimental group completes a 20-minute VR-based intervention using the HTC VIVE Cosmos, consisting of a gamified motor coordination task ("Adventure Climb") that requires continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control. The control group remains at rest for the same duration and does not receive any active intervention, allowing isolation of the effects of immersive VR exposure without additional sensory or motor stimulation. Due to the nature of the intervention, blinding of participants, assessors, and the intervention provider is not feasible.

After the intervention or rest period, all participants repeat the SOT and LOS assessments under identical conditions, enabling comparison of baseline and post-condition performance and evaluation of the acute effects of VR exposure on postural control and reaction time.

Being tested
Virtual reality gamified motor coordination task
Keywords
virtual reality, postural control, sensory organization, balance, reaction time, serious gaming, gamification

What participants receive

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

  • Virtual reality gamified motor coordination taskBehavioural

    A 20-minute VR-based intervention using the HTC VIVE Cosmos as a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control

Study groups in NCT07709065
Study groupRoleWhat they receive
VR interventionExperimentalA 20-minute VR-based intervention using the HTC VIVE Cosmos as a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control
Receives: Behavioral: Virtual reality gamified motor coordination task
ControlNo interventionRemaining at rest during the corresponding period

What is being measured

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

  1. Composite Score (CS) (%)

    Composite score (CS) is assessed using the NeuroCom Balance Manager system during the Sensory Organization Test (SOT). The score represents overall postural stability across all SOT conditions. Higher scores indicate better postural stability.

    Measured: up to 10 weeks

Secondary outcomes (5)
  1. Somatosensory Index (SOM) (%)

    Somatosensory (SOM) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects the participant's ability to use somatosensory input for postural control. Higher values indicate better somatosensory reliance.

    Measured: up to 10 weeks

  2. Visual Index (VIS) (%)

    Visual (VIS) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects the ability to use visual input for postural control. Higher values indicate better visual reliance for balance.

    Measured: up to 10 weeks

  3. Vestibular Index (VEST) (%)

    Vestibular (VEST) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects the ability to use vestibular input for postural control. Higher values indicate better vestibular reliance.

    Measured: up to 10 weeks

  4. Visual Preference Index (PREF) (%)

    Visual preference (PREF) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects reliance on visual information even when it may be inaccurate. Higher values indicate greater visual preference.

    Measured: up to 10 weeks

  5. Reaction Time (RT) (s)

    Reaction time is assessed using the NeuroCom Balance Manager system during the Limits of Stability (LOS) test. It represents the time from initiation of weight shift to movement onset toward the target. Lower values indicate faster reaction time.

    Measured: up to 10 weeks

Timeline

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

  1. First posted16 Jul 2026
  2. Study start22 Jan 2026
  3. Primary completion31 Mar 2026
  4. Study completion31 Mar 2026

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
Other
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
81 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07709065
Sponsor's protocol ID
2/01/2026
Status last verified
Jul 2026
First submitted
6 Jul 2026
Last updated
16 Jul 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided

Questions about this trial

What is this clinical trial studying?

A study testing Virtual reality gamified motor coordination task in people with Healthy Young Adults, run by University of Rzeszow 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 7 inclusion and 16 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 16 Jul 2026. 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?

Composite Score (CS) (%) (time frame: up to 10 weeks). 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 16 Jul 2026.

Free account

Log in to keep searching

You’ve used your 3 free searches. AzTrials is free: log in or create a free account to keep searching clinical trials and save the ones you want to follow.

Create a free accountLog in