Motion Estimation and Motion CompensationNCT07038759
Motion Estimation and Motion Compensation on Reducing Visual Fatigue
A study testing the Motion Estimation and Motion Compensation in people with Motion Estimation and Motion Compensation, run by Zhongshan Ophthalmic Center, Sun Yat-sen University at 1 site in China.
Trial summary
Visual fatigue, a hallmark of CVS, is particularly prevalent among mobile gamers who engage in prolonged gaming sessions. The dynamic visual stimuli in modern games-characterized by rapid movements, high refresh rates, and intricate details-place substantial strain on the oculomotor system, leading to symptoms like… Read more about this study
- Who is it for?
- Ages 25 to 36 yearsHealthy volunteers can take part
- Conditions the study is for
- Motion Estimation and Motion Compensation
- What is being tested?
- the Motion Estimation and Motion Compensation
- Type of treatment
- Medical device
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 40 participants
- Where
- 1 siteChina
- Study dates
- 30 May 2024to 31 Jan 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 25 to 36 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- volunteers aged from 25 years to 36 years who were familiar with smartphone use and proficient in playing the King of Glory game
Who cannot join
- comprised individuals who used eyedrops or other treatments within the previous week, had ocular diseases beyond dry eye, wore contact lenses within the past month, underwent eye surgery within six months, or were pregnant, breastfeeding, or had severe systemic diseases, psychosis, or dementia.
Trial locations and contacts
1 site in 1 country.
China1 site
Beijing Ophthalmology and Visual Sciences Key Laboratory, Beijing Tongren Eye Center
Beijing, 100730
About this study
Official title: Effects of Motion Estimation and Motion Compensation (MEMC) on Reducing Visual Fatigue When Playing Games: A Prospective Randomized Controlled Study
Visual fatigue, a hallmark of CVS, is particularly prevalent among mobile gamers who engage in prolonged gaming sessions. The dynamic visual stimuli in modern games-characterized by rapid movements, high refresh rates, and intricate details-place substantial strain on the oculomotor system, leading to symptoms like eye discomfort, reduced concentration, and even cognitive fatigue. Studies have shown that gaming on smartphones can exacerbate visual fatigue. These effects are often compounded by suboptimal viewing conditions, such as improper lighting or prolonged near-work distances, which are common during mobile gaming. Given the growing popularity of mobile gaming, there is an urgent need to address visual fatigue in this context to enhance user comfort and prevent long-term ocular health issues.
The investigators hypothesize that MEMC-enabled devices may reduce the physiological and cognitive burden of visual fatigue by improving motion clarity and minimizing oculomotor strain. To test this, the investigators comparing MEMC-enabled and standard gaming experiences, this study provides insights into differences in visual health indicators, cognitive load, and physiological responses. These findings aim to inform the development of display technologies and usage guidelines that promote healthier interactions with smartphones, particularly for reducing visual fatigue and prolonged gaming scenarios.
- Being tested
- the Motion Estimation and Motion Compensation
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
the Motion Estimation and Motion CompensationDevice
Motion Estimation and Motion Compensation (MEMC) is a video processing technology designed to enhance display quality by interpolating additional frames, thereby reducing motion blur and stuttering in fast-moving scenes. This is achieved by estimating motion between video frames and generating intermediate frames, effectively increasing the frame rate (e.g., from 30 FPS to 120 FPS) and display refresh rate (e.g., from 30 Hz to 120 Hz).
| Study group | Role | What they receive |
|---|---|---|
| MEMC group | Experimental | Each subject participated in 30-minute gaming sessions on mobile terminals with MEMC enabled, using identical smartphones from the same manufacturer. Settings were standardized: screen brightness was set to 50% of maximum, the same gaming app was used, and the eye-to-screen distance was fixed at 50 cm. The mobile terminals automatically recorded task performance metrics, including actions per minute (APM) and average response time. Receives: Device: the Motion Estimation and Motion Compensation |
| normal group | No intervention | Each subject participated in 30-minute gaming sessions on mobile terminals without MEMC enabled, using identical smartphones from the same manufacturer. Settings were standardized: screen brightness was set to 50% of maximum, the same gaming app was used, and the eye-to-screen distance was fixed at 50 cm. The mobile terminals automatically recorded task performance metrics, including actions per minute (APM) and average response time. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Visual Fatigue Questionnaire
Participants completed the Visual Fatigue Subjective Scale questionnaire post each 30-minute gaming session (MEMC and non-MEMC). This 20-item scale assessed eye strain, headaches, perceived clarity, and general comfort, with responses analyzed to identify differences in subjective visual fatigue between conditions.
Measured: 30 minutes
Secondary outcomes (2)
Actions Per Minute
Task performance was evaluated using actions per minute (APM), defined as the number of finger interactions (taps, swipes) per minute. Participants performed tasks in a consistent gaming scenario, with data collected via screen recording and custom logging software. APM reflects interface fluidity. Metrics were compared between MEMC and non-MEMC conditions to assess technology impact.
Measured: 30 minutes
Average Operation Time
Task performance was evaluated using average operation time (AOT), the mean duration per interaction. Participants performed tasks in a consistent gaming scenario, with data collected via screen recording and custom logging software. AOT indicates interaction efficiency. Metrics were compared between MEMC and non-MEMC conditions to assess technology impact.
Measured: 30 minutes
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted26 Jun 2025
- Study start30 May 2024
- Primary completion31 Dec 2024
- Study completion31 Jan 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Motion Estimation and Motion CompensationStudies 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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Triple blind
- Who is masked
- Participant, Investigator, Outcomes assessor
- Enrolment
- 40 participants (actual)
Sponsor and investigators
- Lead sponsor
- Zhongshan Ophthalmic Center, Sun Yat-sen University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Jin Yuan, Beijing Tongren Hospital
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07038759
- Sponsor's protocol ID
- 2019KYPJ101
- Status last verified
- Jun 2025
- First submitted
- 7 Jun 2025
- Last updated
- 26 Jun 2025
- Results posted
- 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 26 Jun 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effects of Motion Estimation and Motion Compensation (MEMC) on Reducing Visual Fatigue When Playing Games: A Prospective Randomized Controlled Study
- ClinicalTrials.gov ID
- NCT07038759
- Acronym / sponsor ID
- 2019KYPJ101
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 40 participants (actual)
- Lead sponsor
- Zhongshan Ophthalmic Center, Sun Yat-sen UniversityUniversity, hospital or other
- Study start
- 30 May 2024 (actual)
- Primary completion
- 31 Dec 2024 (actual)
- Study completion
- 31 Jan 2025 (actual)
- First posted
- 26 Jun 2025 (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.
Visual fatigue, a hallmark of CVS, is particularly prevalent among mobile gamers who engage in prolonged gaming sessions. The dynamic visual stimuli in modern games-characterized by rapid movements, high refresh rates, and intricate details-place substantial strain on the oculomotor system, leading to symptoms like eye discomfort, reduced concentration, and even cognitive fatigue. Studies have shown that gaming on smartphones can exacerbate visual fatigue. These effects are often compounded by suboptimal viewing conditions, such as improper lighting or prolonged near-work distances, which are common during mobile gaming. Given the growing popularity of mobile gaming, there is an urgent need to address visual fatigue in this context to enhance user comfort and prevent long-term ocular health issues.
The investigators hypothesize that MEMC-enabled devices may reduce the physiological and cognitive burden of visual fatigue by improving motion clarity and minimizing oculomotor strain. To test this, the investigators comparing MEMC-enabled and standard gaming experiences, this study provides insights into differences in visual health indicators, cognitive load, and physiological responses. These findings aim to inform the development of display technologies and usage guidelines that promote healthier interactions with smartphones, particularly for reducing visual fatigue and prolonged gaming scenarios.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Triple blind (participant, investigator, outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| MEMC group | Experimental | Device: the Motion Estimation and Motion CompensationEach subject participated in 30-minute gaming sessions on mobile terminals with MEMC enabled, using identical smartphones from the same manufacturer. Settings were standardized: screen brightness was set to 50% of maximum, the same gaming app was used, and the eye-to-screen distance was fixed at 50 cm. The mobile terminals automatically recorded task performance metrics, including actions per minute (APM) and average response time. |
| normal group | No intervention | –Each subject participated in 30-minute gaming sessions on mobile terminals without MEMC enabled, using identical smartphones from the same manufacturer. Settings were standardized: screen brightness was set to 50% of maximum, the same gaming app was used, and the eye-to-screen distance was fixed at 50 cm. The mobile terminals automatically recorded task performance metrics, including actions per minute (APM) and average response time. |
Who may qualify
- Ages
- 25 to 36 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (1 listed)
- volunteers aged from 25 years to 36 years who were familiar with smartphone use and proficient in playing the King of Glory game
Key exclusion criteria (1 listed)
- comprised individuals who used eyedrops or other treatments within the previous week, had ocular diseases beyond dry eye, wore contact lenses within the past month, underwent eye surgery within six months, or were pregnant, breastfeeding, or had severe systemic diseases, psychosis, or dementia.
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 |
|---|---|---|
| the Motion Estimation and Motion CompensationMotion Estimation and Motion Compensation (MEMC) is a video processing technology designed to enhance display quality by interpolating additional frames, thereby reducing motion blur and stuttering in fast-moving scenes. This is achieved by estimating motion between video frames and generating intermediate frames, effectively increasing the frame rate (e.g., from 30 FPS to 120 FPS) and display refresh rate (e.g., from 30 Hz to 120 Hz). | Device | MEMC group |
Primary outcome
Visual Fatigue Questionnaire
Time frame: 30 minutes
Participants completed the Visual Fatigue Subjective Scale questionnaire post each 30-minute gaming session (MEMC and non-MEMC). This 20-item scale assessed eye strain, headaches, perceived clarity, and general comfort, with responses analyzed to identify differences in subjective visual fatigue between conditions.
2 secondary outcomes
Actions Per Minute
Time frame: 30 minutes
Average Operation Time
Time frame: 30 minutes
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 26 Jun 2025.
- Individual participant dataSharing planned: No
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.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing the Motion Estimation and Motion Compensation in people with Motion Estimation and Motion Compensation, run by Zhongshan Ophthalmic Center, Sun Yat-sen University at 1 site in China.
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: finished, as of the sponsor's last update on 26 Jun 2025. 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 China. 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?
Visual Fatigue Questionnaire (time frame: 30 minutes). 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 26 Jun 2025.