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| Name | Class |
|---|---|
| Université Catholique de Louvain | OTHER |
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With advances in technology, virtual reality (VR) is increasingly used in various fields, including rehabilitation, motor learning, and neuroscience. Its ability to provide controlled, immersive, and interactive environments makes it a valuable tool for training and assessment. However, despite its growing adoption, limited evidence exists on how cortical activation in VR compares to real-world conditions. Moreover, brain cortical activity during motor tasks, such as manual dexterity tasks, remains underexplored.
This study aims to compare brain cortical activity in real and immersive virtual reality settings during a manual dexterity task. Secondary objectives include:
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Healthy individuals |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Real-world manual dexterity task | Behavioral | Participants will perform a manual dexterity task involving the displacement of physical cubes |
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| Measure | Description | Time Frame |
|---|---|---|
| Brain cortical activity | Measures of brain cortical activity using EEG/fNIRS | Baseline (at rest: before task performance) and Day 1 (during each of the three task performances within the single study session) |
| Measure | Description | Time Frame |
|---|---|---|
| Average speed | Mean instant velocity of the upper extremity during task performance | Day 1 (during each of the three task performances within the single study session) |
| Maximal movement speed | Peak instant velocity of the upper extremity during task performance |
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Inclusion Criteria:
Exclusion Criteria:
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Participants will be recruited through word-of-mouth within the Belgian population
| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Gauthier Everard, PT, PhD | Contact | +32 472 500 158 | gauthier.everard@uclouvain.be | |
| Thérèse Ntabuhashe Bibentyo, Er, PhD student | Contact |
| Name | Affiliation | Role |
|---|---|---|
| Thierry Lejeune, MD, PhD | Cliniques universitaires Saint-Luc UCL | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Neuro Musculo Skeletal Lab | Brussels | Brussels Capital | 1200 | Belgium |
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| Immersive virtual reality with controllers | Behavioral | Participants will perform a manual dexterity task in an immersive virtual reality environment, requiring them to move virtual cubes using controllers |
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| Immersive virtual reality with hand-tracking | Behavioral | Participants will perform a manual dexterity task in an immersive virtual reality environment, requiring them to move virtual cubes using the hand-tracking technology |
|
| Day 1 (during each of the three task performances within the single study session) |
| Movement smoothness | Spectral arc length of the normalised instant velocity (SPARC) of the upper extremity during task performance | Day 1 (during each of the three task performances within the single study session) |
| Variation of velocity | Coefficient of variation of the instant velocity of the upper extremity during task performance | Day 1 (during each of the three task performances within the single study session) |
| Average distance between thumb and other fingers | Mean distance between thumb and other fingers during task performance | Day 1 (during each of the three task performances within the single study session) |
| Variation of distance between thumb and other fingers | Coefficient of variation of the distance between thumb and other fingers during task performance | Day 1 (during each of the three task performances within the single study session) |