Cognitive/Physical Computer-Game Blended Training With Personalized Brain Network Activation Technology for the Elderly

NCT02417558 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 607

Last updated 2022-02-08

No results posted yet for this study

Summary

The study involves a novel Virtual Reality Interface that offers full-body immersion "Alterniity AR" and more specifically computer exercises blended with game activities. It was hypothesized that "Alterniity AR" facilitated, game blended cognitive and/or physical exercise improves global cognition when compared to control groups; moreover, these improvements may be manifested by brain activity changes. The investigators explore here the impact of potential moderators on combined exercise-induced cognitive benefits, as well as, individual/separate training schemes.

In addition, the proposed study will provide Alterniity AR" in a closed feedback loop with a direct, reliable, and non-invasive method for assessing changes in brain activity associated with elderly in risk of dementia. The paradigm for the current study will combine neurophysiological knowledge with mathematical signal processing and pattern recognition methods to temporally and spatially map brain function, connectivity and synchronization.

Conditions

  • Mild Cognitive Impairment, So Stated
  • Mild Dementia
  • Healthy

Interventions

BEHAVIORAL

Alterniity Augmented Reality (AAR)

AAR is a patent pending exercise and gaming (exergaming) computer platform with a physical training component (PTC) and a cognitive training component (CTC). It fully immerses a user inside a virtual environment where he is practising complex everyday activities, such as going shopping, using the transportation, visiting a foreign city, eating at a restaurant, cooking dinner etc. His motor behaviour is monitored by means of motion capture, while immersed at this full-body immersion. In addition his cognition is monitored in real-time with Personalized Brain Network Activity (PBNA) screening. Both the motor and brain analyses are then used to update the configuration, type and difficulty of the AAR scenarios.

BEHAVIORAL

VideoGrade

Active cognitive training by use of the VideoGrade software by Aristotle University of Thessaloniki.

Sponsors & Collaborators

  • Aristotle University Of Thessaloniki

    collaborator OTHER
  • Greek Alzheimer's Association and Related Disorders

    collaborator OTHER
  • Klinik Hirslanden, Zurich

    collaborator OTHER
  • XtremeVRI AG

    lead INDUSTRY

Principal Investigators

  • Magda Tsolaki, PhD · GAADRD

Study Design

Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
QUADRUPLE
Model
PARALLEL

Eligibility

Min Age
50 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2015-02-28
Primary Completion
2018-09-30
Completion
2018-12-31

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT02417558 on ClinicalTrials.gov