Viewing Study NCT06552754



Ignite Creation Date: 2024-10-26 @ 3:37 PM
Last Modification Date: 2024-10-26 @ 3:37 PM
Study NCT ID: NCT06552754
Status: NOT_YET_RECRUITING
Last Update Posted: None
First Post: 2024-08-09

Brief Title: Cybersickness Prevention and Mitigation in Virtual Reality for Healthy Volunteers
Sponsor: None
Organization: None

Study Overview

Official Title: Cybersickness Prevention and Mitigation in Virtual Reality for Healthy Volunteers
Status: NOT_YET_RECRUITING
Status Verified Date: 2024-09-09
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: No
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: Background

People use virtual reality VR technology to play games socialize work or receive medical care Some people have cybersickness after using VR Cybersickness is similar to motion sickness Symptoms include eye strain nausea dizziness or headache The symptoms are usually mild and go away after the person stops using VR New software called Motion Reset is being designed to reduce symptoms of cybersickness during VR use

Objective

To see if Motion Reset software can reduce cybersickness in people using VR

Eligibility

Healthy adults aged 18 to 60 years

Design

Participants will have 1 clinic visit that will last about 1 hour They will answer questions about how they are feeling They will learn how to use the VR headset and the handheld game controllers

The study will be broken into 2 parts For the first part participants will be assigned to 1 of 3 groups

Group 1 will participate in a VR experience designed to prevent cybersickness They will view screens and move around while they press buttons on a controller

Group 2 will participate in a VR experience that is not designed to prevent cybersickness They will view screens and move around while they press buttons on a controller

Group 3 will have no VR experience

Participants will complete 2 questionnaires about their experiences in the first part of the study

For the second part all participants will spend up to 20 minutes playing a commercial VR game called Jurassic World Aftermath Every few minutes they will be asked if they are experiencing discomfort

After playing the game participants will complete 12 questionnaires about their experience
Detailed Description: Study Description

This study involves investigation of a virtual reality VR experience intended to prevent cybersickness similar to motion sickness and eye strain from use of virtual reality equipment Participants will be randomly assigned to one of three arms active intervention placebo a similar VR experience that does not engage sensory systems purported to underlie efficacy or a notreatment control Following the intervention participants will play a VRbased game used in previous research to slowly induce moderate levels of cybersickness in some individuals During play we will assess self-reported feelings of discomfort Participants will be allowed to stop playing at any time or will be asked to stop playing if discomfort reaches a certain threshold Self-report data will be collected prior to and following the intervention

Objectives

Primary Objective Evaluate efficacy of an approach for prevention of cybersickness symptoms when using virtual reality

Secondary Objectives Investigate individual difference factors associated with efficacy assess mechanisms involved in treatment efficacy

Endpoints

Primary Endpoint Self-reported cybersickness symptoms on the Simulator Sickness Questionnaire

Secondary Endpoints Self-reported cybersickness and duration of stimulus game play Investigate individual difference factors associated with efficacy assess mechanisms involved in treatment efficacy

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: None
Is a FDA Regulated Device?: None
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None