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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT06320106
Other study ID # GIP 1021
Secondary ID
Status Recruiting
Phase N/A
First received
Last updated
Start date February 7, 2023
Est. completion date January 31, 2025

Study information

Verified date March 2024
Source IRCCS Eugenio Medea
Contact Emilia Biffi, PhD
Phone 0039 031877862
Email emilia.biffi@lanostrafamiglia.it
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

Spatial navigation skills are very important in everyday activities and quality of life but spatial navigation abilities are not part of the standard process of assessment and rehabilitation of patients. Furthermore, it is known that children with cerebral palsy have impaired visuo-spatial competences. The main objective of this study is to evaluate and compare the spatial navigation abilities of typically developing children and of children with cerebral palsy using the "StarMaze" application delivered by means of a Head Mounted Display (HMD). The second aim is to investigate the user experience during the session. A similar application was already developed and tested in a virtual reality large scale platform whose size and cost limit the accessibility. Therefore, the assessment (and future training) of navigation abilities with affordable and easy-to-use technology such as HMD open new perspectives.


Recruitment information / eligibility

Status Recruiting
Enrollment 26
Est. completion date January 31, 2025
Est. primary completion date January 31, 2025
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 13 Years and older
Eligibility Inclusion Criteria: - IQ higher than 70 Exclusion Criteria: - Subjects with epileptic issues - Subjects with poor head control - Visual acuity not correctable with eyeglasses

Study Design


Related Conditions & MeSH terms


Intervention

Other:
Virtual Reality baseline assessment
They undergo a baseline assessment (including cognitive level and pen and paper tests for visuo-spatial abilities). Then they perform a spatial navigation assessment with an immersive virtual reality application delivered by the Oculus Quest viewer. The spatial navigation application consists of a 5-way star-maze adapted from (Biffi et al 2020 Front. Psychol.) where the participants have to find a treasure hidden at the end of one way. The application measures both the learning of spatial information and the strategy used (egocentric or allocentric). After the session, the participants fill questionnaires related to cyber-sickness and usability of the application.

Locations

Country Name City State
Italy Scientific Institute, IRCCS E. Medea Bosisio Parini Lecco

Sponsors (1)

Lead Sponsor Collaborator
IRCCS Eugenio Medea

Country where clinical trial is conducted

Italy, 

Outcome

Type Measure Description Time frame Safety issue
Primary Navigation strategy The navigation strategy is measured by the application "StarMaze" delivered by the Oculus Quest viewer and it could be egocentric or allocentric. The strategy is egocentric if the participant finds the treasure in the virtual space by using a self-centred trajectory. The strategy is allocentric if the participant find the treasure in the virtual space by using a trajectory based on environmental cues. One day
Secondary Learning rate The learning rate of correct path to follow to find the treasure strategy is measured by the application "StarMaze" delivered by the Oculus Quest viewer. It is the number of trials required by the participant to reach a stable performance One day
Secondary Simulator Sickness Questionnaire The questionnaire evaluates the effects of cyber sickness. Participants have to score 16 symptoms on a four-point scale (0-3).The symptoms can be placed into three general categories: oculomotor, disorientation, and nausea. Weights are assigned to each of the categories and summed together to obtain a single score. One day
Secondary System Usability Scale It evaluates the usability of the system. The SUS is a simple, ten-item five-point Likert scale giving a global view of subjective assessments of usability. One day
Secondary Independent Television Commission-Sense of Presence Inventory It is a 5-point Likert scale, composed of 44 items. This questionnaire evaluates the user experience to understand if the person enjoyed the game, the setting, and the overall experience. In particular, the questionnaire addresses four factors: spatial presence, engagement, realness of the environment, and side effects (cyber sickness). One day
Secondary Suitability Evaluation Questionnaire - simplified version It evaluates the sense of agency with four questions (likert scale 1-5) and one open question. One day
Secondary Short-form of PANAS-Positive Affect and Negative Affect Scales In the questionnaire, the participant must evaluate how much s/he feels in the way described by the adjective when filling out the questionnaire, responding on a 5-point Likert scale. The PANAS provides measures of Positive Affects (PAs) and Negative Affects (NAs). The PA and NA scores are the sums of the ratings of the PA items and the NA items, respectively. PA indicates the level of pleasurable engagement with the product while NA is a general factor of subjective distress. One day
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