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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.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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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
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

Other trials in China

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 groups in NCT07038759
Study groupRoleWhat they receive
MEMC groupExperimentalEach 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 groupNo interventionEach 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.

  1. 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)
  1. 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

  2. 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.

  1. First posted26 Jun 2025
  2. Study start30 May 2024
  3. Primary completion31 Dec 2024
  4. Study completion31 Jan 2025

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
Triple blind
Who is masked
Participant, Investigator, Outcomes assessor
Enrolment
40 participants (actual)
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

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.

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