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Brief Summary
Using a repeated measures within-subject design with treatment order randomized, with healthy volunteers, this study will measure how much immersive Virtual Reality (VR) reduces performance on a simple attention demanding task during No VR vs. High Tech VR (for one group of 16 participants), and during a plausible control see through VR vs. High Tech VR (for another group of 20 participants).
The primary aim is to explore whether a highly immersive VR system makes VR significantly more attention demanding/distracting, compared to No VR, and compared to a less immersive VR system (a plausible controlled see through goggles).
Healthy college student volunteers will participate in a repeated measure within subject trial studying attention using a divided attention paradigm.
One group of participants (16 healthy volunteers) will perform a simple attention demanding task during No VR for 2 minutes and they will perform the attention demanding task again during High Tech VR for 2 minutes.
Another group of 20 healthy volunteers will perform a simple attention demanding task during a less immersive see through VR (a plausible control condition) for 2 minutes and they will also perform the attention demanding task again during immersive High Tech VR for 2 minutes (treatment order randomized). This group will also rate their pain and anxiety during Quantitative Sensory Testing very brief thermal heat stimuli during No VR vs. during immersive high tech VR.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| n = 16 participants: No VR condition vs. Immersive VR | Sham Comparator | Participants will perform a simple attention demanding task during No VR for 2 minutes, and again during a Immersive High Tech Virtual Reality game distraction. They will also rate how distracted they were and how hard it was to concentrate on the attention demanding task during each 2 minute task. |
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| n = 20 participants: plausible control (see through VR) condition vs. immersive High Tech VR | Active Comparator | 20 healthy volunteer participants will perform a simple attention demanding task during a plausible control (see through) VR for 2 minutes, and again during an immersive High Tech Virtual Reality distraction (treatment order randomized). They will also rate how distracted they were and how hard it was to concentrate on the attention demanding task during the 2 minute tasks. During Phase 2 they will also rate their pain and anxiety during a brief thermal stimulus Quantitative Sensory Testing) during No VR vs. during immersive High Tech VR. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| No VR vs. immersive high tech VR | Behavioral | No VR vs. immersive High Tech VR |
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| Measure | Description | Time Frame |
|---|---|---|
| accuracy on an attention demanding cognitive test | Number of correct responses on a divided attention task | for n = 16, responses will be made 15 seconds after the VR condition vs. 15 seconds after the No VR during 2 minute sessions. For n = 20 subjects responses will be made 15 s after the plausible control condition, and 15 seconds after the immersive VR. |
| Measure | Description | Time Frame |
|---|---|---|
| graphic rating scale presence ratings | Graphic rating scale measures of patients illusion of "being there" in virtual reality. | measured immediately after each two minute VR session. |
| graphic rating scale subjective pain ratings |
| Measure | Description | Time Frame |
|---|---|---|
| Graphic Rating Scale Difficulty performing the task and difficulty concentrating | subjective ratings of difficulty performing the simple attention task | immediately after each 2 minute session |
Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Hunter G Hoffman, Ph.D. | University of Washington | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| University of Washington | Seattle | Washington | 98195 | United States |
de-identified individual data regarding participants gender, age, their accuracy on the simple attention task, and subjective ratings of difficulty performing the simple attention task, will be available upon to researchers who provide a methodologically sound proposal
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data set and data dictionary will be available indefinitely, beginning when the paper is officially published
Researchers who provide a methodologically sound proposal (e.g, for meta-analysis).
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within subject repeated measures design with treatment order randomized
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Each participant will eventually get to try virtual reality, but participants will not be informed that some people receive a more immersive virtual reality than other people. In other words, participants will remain blind to the high tech vs. Low tech VR manipulation.
| Plausible control vs immersive High Tech VR | Behavioral | plausible control condition vs. immersive high tech VR |
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n = 20 participants report how much pain they experienced during No VR vs. during High Tech VR.
| immediately after each brief Quantitative Sensory Testing thermal heat stimulus |