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Motor SkillsNCT07905768

Impact of Force Feedback in VR Training on EEG Biomarkers and Real-World Motor Performance

A study testing Active Comparator: Physical Training and Experimental: Virtual Reality with Force Feedback in people with Motor Skills and Healthy Volunteer, run by University of Ontario Institute of Technology at 1 site in Canada.

Active, not recruiting

Under way, not looking for participants. Everyone needed has enrolled. The study is still running.

Official record
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Trial summary

The goal of this interventional study is to learn how force feedback in virtual reality training affects electroencephalography (EEG) biomarkers and/or real-world motor performance. Read more about this study

Who is it for?
Ages 18 to 35 years
Conditions the study is for
Motor Skills, Healthy Volunteer
What is being tested?
Active Comparator: Physical Training and Experimental: Virtual Reality with Force Feedback
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
45 participants
Where
1 siteCanada
Study dates
21 Oct 2026to 31 Aug 2027
Phase
Interventional
Are there results?
Not yet: the study is under way

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 35 years
  • All sexes
  • No healthy volunteers
  • Adult

Who may be able to join

  • University-aged participants 18-35 years old that are right-handed.

Who cannot join

  • any known medical conditions or medication use that could influence the EEG measurements or performance in VR, including being prone to motion sickness.

Trial locations and contacts

1 site in 1 country.

Canada1 site
  • Human Neurophysiology lab, Ontario Tech University

    Oshawa, Ontario, L1G0C5

Other trials in Canada

About this study

Official title: Impact of Force Feedback in Virtual Reality Training on Electroencephalography Biomarkers and Real-World Motor Performance

The goal of this interventional study is to learn how force feedback in virtual reality training affects electroencephalography (EEG) biomarkers and/or real-world motor performance. The main question it aims to answer is:

● How does physical training compared to virtual reality training with force feedback compared with virtual reality training without force feedback affect EEG biomarkers and/or motor performance?

Read more

Participants will:

  • Have baseline EEG measurements taken before, during, and after participation in either a physical or virtual training activity.
  • Participate in the selected training activity they have been randomly assigned to (either physical, virtual with force feedback or virtual without force feedback)
  • For both VR training groups, they will have their motor performance measured performing the real world physical activity once they have completed the training activity. This will function as a transfer task.
Read the detailed description

Background: Virtual reality (VR) is an immersive technology that allows users to experience and interact with digital environments. It is becoming increasingly popular in professional fields like medical training, sports, and rehabilitation (Rizzo \& Koenig, 2017). However, VR systems don't always provide the same physical feedback as the real world, which can impact how users learn and perform physical tasks. This is particularly relevant when it comes to force feedback, which involves using technology to simulate the resistance, pressure, and movement that your body feels when interacting with objects. For example, when picking up a water bottle, sensors in your hand allow your brain to understand the shape, size, weight, and location of the water bottle. In VR, this feedback is usually not provided, so participants may not feel the texture or resistance of objects the way that they would in the real world (Kilteni et al., 2012). These mismatches can impact the effectiveness of motor training in VR, making it harder for users to transfer skills learned in VR to real-world settings. This research aims to explore how force feedback differs in VR compared to the real world, and how these differences affect motor learning.

Purpose: First, we seek to understand how the differences in force feedback between VR and the real world impact motor learning. VR has been used in rehabilitation and motor training with some success, but the differences in sensory feedback have not been fully explored. For example, previous studies have shown that force feedback can improve motor learning in virtual environments, but force feedback is often lacking in current VR systems (Sigrist et al., 2013). Furthermore, research suggests that force feedback and visual accuracy can also play crucial roles in how well users learn and transfer skills (Riener \& Harders, 2012). This study will build on these findings to determine if and how the addition or lack of force feedback in VR affects motor learning.

Methodology: Upon providing informed consent, participants undergo demographic screening and pre-screening questionnaires to rule out confounding neck or upper limb pain. Participants are then randomly assigned to one of three parallel training arms:

  1. Physical Training: Skills training using a real-world physical simulator and real forceps with activated internal mechanism that gives physical feedback.
  2. VR with Force Feedback: Skills training using VR simulator and real forceps, with activated internal mechanism that gives physical feedback.
  3. VR without Force Feedback: Skills training using VR simulator and real forceps, with limp internal mechanism that does not provide feedback.

Experiment Timeline:

  • Preparation: Participants are fitted with a 64-electrode EEG cap and prepared with conductive gel.
  • Pre-Intervention Baseline: A 5-minute resting-state EEG recording is completed.
  • Intervention Phase: Participants complete several training blocks until a performance plateau is reached) according to their assigned arm. Using the simulator requires participants to extract a round object from a narrow tunnel attached to a cave shape via a mechanical arm using forceps. Prior to skill the motor acquisition trials, participants will "see" an image of the round object in the cave, using a Meta Quest Pro VR headset for those in the VR arms of the project.
  • EEG will be collected in response to various activities that relate to forceps use (e.g. attaching the object, following a trajectory to extract the object, etc.)
  • Post-Intervention Testing: Immediately following training, a second 5-minute resting-state EEG is recorded.
Being tested
Active Comparator: Physical Training, Experimental: Virtual Reality with Force Feedback, Sham Comparator: Virtual Reality without Force Feedback
Keywords
Virtual Reality, Feedback, Psychological, Motor learning, Haptic technology, Electroencephalography, Task Performance and Analysis

What participants receive

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

  • Active Comparator: Physical TrainingOther

    The participant will extract a physical round object from a real world physical cave model through a tunnel using physical forceps and will be guided by resistance from an attached mechanism.

  • Experimental: Virtual Reality with Force FeedbackOther

    The participant will extract the round object from the cave in virtual reality using physical forceps and will be guided by resistance from the simulator.

  • Sham Comparator: Virtual Reality without Force FeedbackOther

    The participant will extract a physical round object from the cave using physical forceps but will not receive any resistance from the simulator.

Study groups in NCT07905768
Study groupRoleWhat they receive
Physical trainingActive comparatorParticipants use the physical simulator complete with an internal mechanism that is activated with resistance and coded with accurate trajectory.
Receives: Other: Active Comparator: Physical Training
Virtual training with force feedbackExperimentalParticipants use the virtual reality simulator along with a mechanism that is activated with resistance and coded with accurate trajectory.
Receives: Other: Experimental: Virtual Reality with Force Feedback
Virtual Reality without Force FeedbackSham comparatorParticipants use the virtual reality simulator along with a mechanism that is limp and does not provide resistance.
Receives: Other: Sham Comparator: Virtual Reality without Force Feedback

What is being measured

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

  1. Resting State Electroencephalography

    Participants will wear a 64-electrode whole-head electroencephalography (EEG) cap to measure their brain signals. Once the EEG cap has been prepared using conductive gel, a resting state EEG recording will be performed. Participants will be asked to remain sitting still and relaxed in a chair. While sitting they will be asked to stare at a cross symbol displayed on a white screen on a monitor in front of them. While doing this, their brain signals will be recorded through the EEG.

    Measured: 2 blocks of 5 minutes each before and after the training, 10 minutes total

  2. Trajectory Measurement

    The trajectory that the participants used to extract the round object from the cave will be measured using the simulator internal mechanism and compared to the expert trajectory that is coded within the simulator.

    Measured: The data will be collected over 30 to 60 minutes/

Secondary outcomes (1)
  1. EEG biomarkers related to proprioception and error

    Event-related EEG potentials and error related negativity will be collected in relation to specific physical stages of the forceps use.

    Measured: Over the 30 to 60 minutes of skill acquisition.

Timeline

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

  1. First posted29 Oct 2026
  2. Study start21 Oct 2026
  3. Primary completion31 Jul 2027 (estimated)
  4. Study completion31 Aug 2027 (estimated)

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
Model description
The first group of Participants will be assigned to Physical training activity using real world-objects; The second group will be randomly assigned to 1 of 2 training conditions: a) Skills training activity in virtual reality receiving force feedback b) Skills training activity in virtual reality without force feedback
Masking
Double blind
Who is masked
Participant, Outcomes assessor
Enrolment
45 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07905768
Sponsor's protocol ID
20342
Status last verified
Oct 2026
First submitted
23 Oct 2026
Last updated
29 Oct 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided: TCPS2 in Canada is currently requiring a new layer of participant permission prior to sharing even de-identified data, so there is no guarantee that participants will consent to this.

Publications

  • Riener, R., & Harders, M. (2012). Virtual Reality in Medicine. Springer. https://doi.org/10.1007/978-1-4471-4011-5

  • Sigrist R, Rauter G, Riener R, Wolf P. Augmented visual, auditory, haptic, and multimodal feedback in motor learning: a review. Psychon Bull Rev. 2013 Feb;20(1):21-53. doi: 10.3758/s13423-012-0333-8.

    PubMed 23132605
  • Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387. https://doi.org/10.1162/PRES_a_00124

  • Rizzo AS, Koenig ST. Is clinical virtual reality ready for primetime? Neuropsychology. 2017 Nov;31(8):877-899. doi: 10.1037/neu0000405.

    PubMed 29376669

Questions about this trial

What is this clinical trial studying?

A study testing Active Comparator: Physical Training and Experimental: Virtual Reality with Force Feedback in people with Motor Skills and Healthy Volunteer, run by University of Ontario Institute of Technology at 1 site in Canada.

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 1 inclusion and 1 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: under way, not looking for participants, as of the sponsor's last update on 29 Oct 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 Canada. 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. Some participants in this study may receive a placebo. 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?

This study is still under way. Results are not available in the source record yet.

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?

Resting State Electroencephalography (time frame: 2 blocks of 5 minutes each before and after the training, 10 minutes total). 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 NCT07905768, which also lists 4 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 29 Oct 2026.

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