Trial Outcomes & Findings for Usability, Acceptability, and Safety of Virtual Reality-based Cognitive Intervention (NCT NCT05583903)

NCT ID: NCT05583903

Last Updated: 2023-11-21

Results Overview

Whether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

30 participants

Primary outcome timeframe

20 minutes after the start of software use

Results posted on

2023-11-21

Participant Flow

Of 30 enrolled participants, 29 met inclusion criteria. One participant in Arm 2 (Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years) completed the study but was outside the limit for BMI and could not be counted in the efficacy endpoints. However, because they completed the study, they were counted in the safety endpoints only.

Participant milestones

Participant milestones
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years (ASA1)
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years (ASA2)
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Overall Study
STARTED
15
15
Overall Study
COMPLETED
15
15
Overall Study
NOT COMPLETED
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Usability, Acceptability, and Safety of Virtual Reality-based Cognitive Intervention

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years (ASA1)
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years (ASA2)
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Total
n=30 Participants
Total of all reporting groups
Age, Continuous
28 years
n=99 Participants
65 years
n=107 Participants
47.5 years
n=206 Participants
Sex: Female, Male
Female
4 Participants
n=99 Participants
9 Participants
n=107 Participants
13 Participants
n=206 Participants
Sex: Female, Male
Male
11 Participants
n=99 Participants
6 Participants
n=107 Participants
17 Participants
n=206 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
1 Participants
n=99 Participants
1 Participants
n=107 Participants
2 Participants
n=206 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
14 Participants
n=99 Participants
14 Participants
n=107 Participants
28 Participants
n=206 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
Asian
6 Participants
n=99 Participants
6 Participants
n=107 Participants
12 Participants
n=206 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
Black or African American
0 Participants
n=99 Participants
2 Participants
n=107 Participants
2 Participants
n=206 Participants
Race (NIH/OMB)
White
9 Participants
n=99 Participants
5 Participants
n=107 Participants
14 Participants
n=206 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants
n=99 Participants
2 Participants
n=107 Participants
2 Participants
n=206 Participants
Body Mass Index, continuous
23.6 kg/m2
n=99 Participants
25.2 kg/m2
n=107 Participants
24.5 kg/m2
n=206 Participants
Non-smoker
15 Participants
n=99 Participants
15 Participants
n=107 Participants
30 Participants
n=206 Participants
History of hypertension
0 Participants
n=99 Participants
6 Participants
n=107 Participants
6 Participants
n=206 Participants
History of diabetes
0 Participants
n=99 Participants
2 Participants
n=107 Participants
2 Participants
n=206 Participants
History of hypercholesterolemia
0 Participants
n=99 Participants
3 Participants
n=107 Participants
3 Participants
n=206 Participants

PRIMARY outcome

Timeframe: 20 minutes after the start of software use

Whether 70% of participants in each group will complete 20 minutes of use of the ReCognition VR-based software (a binary outcome)

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=14 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Percentage of Participants Using Virtual Reality Software at 20 Minutes After Start
15 Participants
14 Participants

SECONDARY outcome

Timeframe: After completion of use of the virtual reality software, up to 2 hours after the start of software use

The proportion of participants with a System Usability Scale score \>35 on a scale of 0-100, where higher scores mean better usability.

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=14 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Participants With a System Usability Scale Score >35
11 Participants
7 Participants

SECONDARY outcome

Timeframe: After completion of use of the virtual reality software, up to 2 hours after the start of software use

Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=14 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Participant High Score in Easy Mode
100 score on a scale
Interval 100.0 to 100.0
100 score on a scale
Interval 100.0 to 100.0

SECONDARY outcome

Timeframe: After completion of use of the virtual reality software, up to 2 hours after the start of software use

Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=14 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Participant High Score in Medium Difficulty Mode
100 score on a scale
Interval 97.0 to 100.0
99 score on a scale
Interval 96.0 to 100.0

SECONDARY outcome

Timeframe: After completion of use of the virtual reality software, up to 2 hours after the start of software use

Participant highest score achieved utilizing the virtual reality software, on a scale of 0 to 100, where higher scores indicate better performance in the software game.

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=14 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Participant High Score in Hard Mode
100 score on a scale
Interval 97.0 to 100.0
95 score on a scale
Interval 92.0 to 98.0

SECONDARY outcome

Timeframe: Baseline and 10 minutes

Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute heart rate - baseline heart rate

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Heart Rate After 10 Minutes of Virtual Reality Software Use
-0.53 beats per minute
Standard Deviation 3.46
2.2 beats per minute
Standard Deviation 7.59

SECONDARY outcome

Timeframe: Baseline and 10 minutes

Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute oxygen saturation - baseline oxygen saturation

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Pulse Oximetry Oxygen Saturation After 10 Minutes of Virtual Reality Software Use
-.2 percent oxygen saturation
Standard Deviation 1.01
-0.07 percent oxygen saturation
Standard Deviation 0.59

SECONDARY outcome

Timeframe: Baseline and 10 minutes

Respiratory rate at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute respiratory rate - baseline respiratory rate rate

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Respiratory Rate After 10 Minutes of Virtual Reality Software Use
1.2 breaths per minute
Standard Deviation 2.62
0.93 breaths per minute
Standard Deviation 2.31

SECONDARY outcome

Timeframe: Baseline and 10 minutes

Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Systolic Blood Pressure After 10 Minutes of Virtual Reality Software Use
1.47 mm Hg
Standard Deviation 12.06
0.13 mm Hg
Standard Deviation 7.00

SECONDARY outcome

Timeframe: Baseline and 10 minutes

Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and 10 minutes after software use. Change = 10-minute blood pressure - baseline blood pressure

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Diastolic Blood Pressure After 10 Minutes of Virtual Reality Software Use
-0.33 mm Hg
Standard Deviation 5.59
1.53 mm Hg
Standard Deviation 5.32

SECONDARY outcome

Timeframe: Baseline and the completion of the software game, up to 2 hours

Heart rate measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion heart rate - baseline heart rate

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Heart Rate After Completion of Virtual Reality Software Use
-0.4 beats per minute
Standard Deviation 3.81
1.07 beats per minute
Standard Deviation 5.97

SECONDARY outcome

Timeframe: Baseline and the completion of the software game, up to 2 hours

Pulse oximetry oxygen saturation measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion oxygen saturation - baseline oxygen saturation

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Pulse Oximetry Oxygen Saturation After Completion of Virtual Reality Software Use
-0.33 percent oxygen saturation
Standard Deviation 0.82
0.00 percent oxygen saturation
Standard Deviation 0.65

SECONDARY outcome

Timeframe: Baseline and the completion of the software game, up to 2 hours

Respiratory rate at baseline (immediately prior to software use) and after completion of the software game. Change = completion respiratory rate - baseline respiratory rate rate

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Respiratory Rate After Completion of Virtual Reality Software Use
1.07 breaths per minute
Standard Deviation 2.22
0.67 breaths per minute
Standard Deviation 2.32

SECONDARY outcome

Timeframe: Baseline and the completion of the software game, up to 2 hours

Systolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Systolic Blood Pressure After Completion of Virtual Reality Software Use
5.4 mm Hg
Standard Deviation 10.54
3.00 mm Hg
Standard Deviation 8.07

SECONDARY outcome

Timeframe: Baseline and the completion of the software game, up to 2 hours

Diastolic blood pressure measured using a vital sign monitor at baseline (immediately prior to software use) and after completion of the software game. Change = completion blood pressure - baseline blood pressure

Outcome measures

Outcome measures
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 Participants
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 Participants
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Change From Baseline in Diastolic Blood Pressure After Completion of Virtual Reality Software Use
-0.07 mm Hg
Standard Deviation 6.52
-3.00 mm Hg
Standard Deviation 11.43

Adverse Events

Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years

Serious events: 0 serious events
Other events: 2 other events
Deaths: 0 deaths

Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Other adverse events
Measure
Virtual Reality Software Usability in Healthy Volunteers Age 18-35 Years
n=15 participants at risk
Healthy volunteers between the ages of 18 and 35 years will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Virtual Reality Software Usability in Healthy Volunteers Age 60 or Greater Years
n=15 participants at risk
Healthy volunteers 60 years of age and older will utilize the ReCognition virtual reality software Virtual Reality Software: The ReCognition virtual reality software is delivered via an Oculus Quest 2 device. This three-dimensional simulated software was designed to improve attention and executive functions.
Vascular disorders
Transient increase in systolic blood pressure
6.7%
1/15 • Number of events 1 • The duration of the participant's activity in the study (approximately 20 minutes)
Neurological: Main clusters of cybersickness: gastrointestinal (e.g., stomach awareness, nausea, vomiting), central (e.g., fainting, lightheadedness, blurred vision, disorientation, dizziness), peripheral (e.g., sweating, feeling hot), sopite (e.g., annoyance, drowsiness, tiredness, uneasiness). Cardiovascular: New-onset hypotension, bradycardia (HR \< 50 bpm), tachycardia (HR \>130 bpm) Pulmonary: New-onset hypoxia (SpO2 \<88%) and tachypnea (respiratory rate \>20).
0.00%
0/15 • The duration of the participant's activity in the study (approximately 20 minutes)
Neurological: Main clusters of cybersickness: gastrointestinal (e.g., stomach awareness, nausea, vomiting), central (e.g., fainting, lightheadedness, blurred vision, disorientation, dizziness), peripheral (e.g., sweating, feeling hot), sopite (e.g., annoyance, drowsiness, tiredness, uneasiness). Cardiovascular: New-onset hypotension, bradycardia (HR \< 50 bpm), tachycardia (HR \>130 bpm) Pulmonary: New-onset hypoxia (SpO2 \<88%) and tachypnea (respiratory rate \>20).
Nervous system disorders
Transient vague uneasiness
6.7%
1/15 • Number of events 1 • The duration of the participant's activity in the study (approximately 20 minutes)
Neurological: Main clusters of cybersickness: gastrointestinal (e.g., stomach awareness, nausea, vomiting), central (e.g., fainting, lightheadedness, blurred vision, disorientation, dizziness), peripheral (e.g., sweating, feeling hot), sopite (e.g., annoyance, drowsiness, tiredness, uneasiness). Cardiovascular: New-onset hypotension, bradycardia (HR \< 50 bpm), tachycardia (HR \>130 bpm) Pulmonary: New-onset hypoxia (SpO2 \<88%) and tachypnea (respiratory rate \>20).
0.00%
0/15 • The duration of the participant's activity in the study (approximately 20 minutes)
Neurological: Main clusters of cybersickness: gastrointestinal (e.g., stomach awareness, nausea, vomiting), central (e.g., fainting, lightheadedness, blurred vision, disorientation, dizziness), peripheral (e.g., sweating, feeling hot), sopite (e.g., annoyance, drowsiness, tiredness, uneasiness). Cardiovascular: New-onset hypotension, bradycardia (HR \< 50 bpm), tachycardia (HR \>130 bpm) Pulmonary: New-onset hypoxia (SpO2 \<88%) and tachypnea (respiratory rate \>20).

Additional Information

Dr. Hina Faisal

Department of Surgery, Houston Methodist Hospital

Phone: 713-714-4973

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place