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Cognitive FatigueNCT04883359

Immersive VR Environments to Induce and Evaluate Cognitive Fatigability

An observational study of Cognitive Fatigue, run by National Institute of Nursing Research (NINR) at 1 site in United States.

Terminated

Stopped early. The study ended before it was planned to and will not resume.

Official record
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Trial summary

Background: Immersive virtual reality (VR) technology is used by researchers to measure how people respond to complex stimuli in a controlled environment. Cognitive fatigue (CF) can result in serious consequences such as mistakes and accidents. Researchers want to see if VR can be used to learn more about CF. Read more about this study

Who is it for?
Ages 18 to 75 yearsHealthy volunteers can take part
Conditions the study is for
Cognitive Fatigue
How many people
24 participants
Where
1 siteUnited States
Study dates
16 Jun 2021to 3 Oct 2023
Phase
Observational
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 75 years
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Study population: Healthy volunteers from the Washington D.C. metropolitan area

Who may be able to join

  • Male or female participant aged 18-75
  • Willingness to complete study procedures
  • Willing to provide feedback about VR experiences
  • Able to provide his/her own consent

Who cannot join

  • Not fluent in English
  • Any impairment in visual functioning (e.g., 3-d depth perception, visual acuity, oculomotor control) not corrected with lenses
  • Eye pain or iritis
  • Susceptibility to photogenic seizures and/or diagnosis of seizure disorder
  • Inability to use hands to manipulate objects
  • Diagnosis of a neurological condition
Show all 12Show fewer
  • Diagnosis of a sleep disorder
  • Current treatment for chronic physical pain, migraines, any diagnosis of a clinical condition associated with cognitive or physical fatigue (e.g. multiple sclerosis, chronic fatigue syndrome, etc.)
  • Any history of acquired brain injury
  • Current cold/flu symptoms
  • NINR employee/staff or subordinate, relative, and/or co-worker of NINR employee/staff or a study investigator.
  • For phase 2, participation in phase 1

Trial locations and contacts

1 site in 1 country.

United States1 site
  • National Institutes of Health Clinical Center

    Bethesda, Maryland, 20892

Other trials in United States

About this study

Official title: Development of Immersive VR Environments to Induce and Evaluate Cognitive Fatigability: User Experience and Healthy Control Studies

Background:

Immersive virtual reality (VR) technology is used by researchers to measure how people respond to complex stimuli in a controlled environment. Cognitive fatigue (CF) can result in serious consequences such as mistakes and accidents. Researchers want to see if VR can be used to learn more about CF.

Read more

Objective:

To test the user experience of a VR program designed to study individual differences in the susceptibility to develop CF in healthy people while performing activities of daily living.

Eligibility:

Healthy adults ages 18-75 from the Washington Metropolitan area

Design:

Participants will be screened with questions about their health and medical history.

The VR program simulates a real-world grocery shopping environment. Participants will be given a shopping task.

Participants will be seated. They will wear a head-mounted display (HMD) for 1.5 hours. The device is worn on the head. It presents images to the eyes. Eye-tracking data may be collected through the HMD.

The following will happen in the VR environment:

  • Participants will be seated at a kitchen table. They will complete a pillbox task 2 times.
  • Participants will be placed in a small grocery store. They will be trained how to use the controllers to shop.
  • Participants will appear to be seated in front of a screen. They will be shown how to answer questions about how tired they feel and if the tasks are hard to do.
  • Participants will be placed in a large grocery store. They will complete a shopping task.

Participants will complete surveys. They will also answer questions about the VR experience.

Participants will have 1 or 2 study visits. It will last 3-4 hours total.

Read the detailed description

Objective: This study evaluates the utility of immersive virtual environments for objectively studying individual differences in the susceptibility to develop cognitive fatigue in healthy controls while performing instrumental activities of daily living (IADL) in two phases. Phase 1 aims to test functionality and user experience of the virtual reality (VR) experience; and phase 2 aims to evaluate the level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale-Fatigue (VAS-F). The primary goal of the protocol is the study of individual differences in subjective fatigability associated with grocery shopping using immersive Virtual Reality as a research platform. The secondary objective of the protocol is to identify objective measures of cognitive fatigue.

Primary Endpoint Phase 1: The phase 1 primary dependent measure is the total count of the number of times, after completing the grocery shopping training exercise, the subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment. Secondary Endpoint for Phase 1: the ocular and general symptoms score from the virtual reality symptom questionnaire (Ames et al., 2005); and the total score from the presence questionnaire (Regenbrecht et al., 2002).

The Primary Endpoint for Phase 2 primary:Total score of VAS-F (Lee et al., 1991).

The Secondary Endpoint for Phase 2;Self-reported cognitive load score measured by the NASA-TLX (Hart et al., 1988), eye-tracking data (e.g., percent eye-closure, fixation length, blink rate) and task performance measures (e.g. shopping list total correct item selection score, shopping list total incorrect item selection score, average item-selection time score).

Study Population: The study plans to enroll a total of 84 (24 in phase 1 and 60 in phase 2) healthy participants from the Washington Metropolitan area between ages 18-75.

Key Inclusion/Exclusion Criteria: Both study phases utilize the same key inclusion/exclusion. Participants must be between the ages (Bullet) 18 and 75 years. Key exclusion criteria include: visual impairment in the form of limited or reduced 3D vision, oculomotor disorder/dysfunction, susceptibility to visually-induced seizures, iritis, frequent headaches/migraines, severe sensitivity to motion sickness and any impairment in the use of arms/hands/fingers.

Design: All participants will complete the study at the NIH main campus clinical center. This is a two-phase research study. All participants will be screened for physical health, cognitive and visual symptoms via self-report. Phase 1 combines a traditional user experience design that utilizes qualitative, quantitative, and observational methods to test the software functionality, user interface, and realism of the immersive experience and a randomized control trial to estimate of effectiveness of the fatigue induction tasks. Phase 2 utilizes a 3-arm randomized control trial, where participants will be randomized into one of three virtual shopping experiences, a control condition (exploration of the shopping environment), a cognitively challenging condition (standard shopping list completion task), or a cognitive and emotionally challenging condition (shopping list with interruptions, interference, and rework). All participants will complete questionnaires and cognitive tests pre-and-post VR environment. Questionnaires related to target processes (fatigue and workload) are administered in the environment. After completing post-environment questionnaires, the participants are provided an opportunity to give verbal feedback about the experience and to note any observed problems with the interface or use of controllers, as well as their VR experience.

Study Duration: Phase 1 is expected to be completed in a period of 8 months from opening of enrollment to completion of data analysis. Phase 2 will require 12 months from opening of enrolment until data analysis.

Participant Duration: Phase 1 is completed in one visit to the NIH campus, Phase 2 may be completed in 1 or 2 visits to the NIH campus within the same week or consecutive weeks.

Keywords
Emotional Regulation, Cognitive Interference, Planning, Behavioral Regulation, Stress Impact on Cognition, Natural History
Medical subject headings
Emotional Regulation

What participants receive

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

Study groups in NCT04883359
Study groupRoleWhat they receive
Healthy VolunteersFrom the Washington, D.C. metropolitan area

What is being measured

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

  1. Phase 1: The total tally of the number of times a subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment.

    Phase 1: The outcome is the effectiveness of the grocery shopping training experience as indicated by the ability of healthy adults to perform all required shopping tasks in the immersive virtual reality environment.

    Measured: During study

  2. Phase 2: The level of fatigue experienced after participating in a VR experience as measured by the Visual Analog Scale- Fatigue (VAS-F).

    Phase 2: Self-reported change in cognitive fatigue.

    Measured: During study

Secondary outcomes (2)
  1. Obtain initial data pertaining to the environment's ability to create feelings of fatigue as intended.

    Phase 1: secondary outcomes include: eye strain, level of presence in the virtual experience, cognitive load, and processing speed and working memory.

    Measured: During study

  2. Identify performance and potential eye tracking measures that objectively identify fatigability.

    Phase 2: Secondary outcomes include: ocular and physical symptoms pre- andpost shopping, evaluation of 1) shopping performance, 2) relationship between personality and subjective and objective fatigue susceptibility, 3) relationship between transient mood and trait fatigue and subjective and objective fatigue susceptibility, 4) relationship among subjective and objective fatigue measures, 5) relationships between individual characteristics and cognitive performance, fatigue, and workload.

    Measured: During study

Timeline

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

  1. First posted12 May 2021
  2. Study start16 Jun 2021
  3. Primary completion3 Oct 2023
  4. Study completion3 Oct 2023

Why it stopped: PI left the NIH. Study will not continue.

Resources

More details

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

Study design
Study type
Observational
Observational model
Other
Time perspective
Cross-sectional
Enrolment
24 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT04883359
Sponsor's protocol ID
10001744
Other IDs
001744-NR
Status last verified
Oct 2023
First submitted
11 May 2021
Last updated
16 Oct 2023
Results posted
No
FDA-regulated drug
No
FDA-regulated device
No

Publications

  • Flash S, Goldsmith DM, Nelson TL, Thompson W, Flatley Brennan P. Assessing the usability of an immersive virtual reality grocery store in healthy controls. Int J Med Inform. 2024 Jul;187:105458. doi: 10.1016/j.ijmedinf.2024.105458. Epub 2024 Apr 16.

    PubMed 38648684
  • Holdnack JA, Brennan PF. Usability and Effectiveness of Immersive Virtual Grocery Shopping for Assessing Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2021 Aug 4;10(8):e28073. doi: 10.2196/28073.

    PubMed 34346898

Questions about this trial

What is this clinical trial studying?

An observational study of Cognitive Fatigue, run by National Institute of Nursing Research (NINR) at 1 site in United States.

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 4 inclusion and 12 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: stopped early, as of the sponsor's last update on 16 Oct 2023. 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 United States. 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 was stopped early (reason given: PI left the NIH. Study will not continue.). Results are not available in the source record.

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?

Phase 1: The total tally of the number of times a subject required research staff to explain how to use the controller, how to move or inspect objects, and/or how to move from one location to another location in the grocery store environment. (time frame: During study). 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 NCT04883359, which also lists 2 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 16 Oct 2023.

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