View clinical trials related to Virtual Reality.
Filter by:VR, with its developing technology, is a new technique used in the healthcare industry combined with cognitive technology to reduce the symptoms experienced by patients and to relieve the patient. This study investigates whether virtual tour environments created using virtual reality glasses have an effect on patients' vital signs, symptoms and comfort during the hemodialysis session. It is aimed to evaluate the effect of Virtual Reality Based Videos applied during hemodialysis treatment on Hemodialysis Symptoms, vital signs and Comfort.
It is to examine the effect of virtual reality and ice application on the pain level due to femoral sheath extraction.
This study individual training with an immersive virtual reality Trauma Simulator was compared to live mannequin-based simulation training in a facilitated group. The results showed that virtual reality simulator led to non-inferior effects on trauma resuscitation skills to mannequin-based simulation. Trauma Simulator had good usability, was well received by the participants, and had minimal adverse effects.
This study aimed to explore the feasibility and effectiveness of immersive Virtual Reality (VR) as an alternative to traditional High-Intensity Interval Training (HIIT) by comparing physiological and psychological outcomes in physically active university students. The pilot randomised controlled trial utilised a parallel design involving two groups: one group performed HIIT using the Facebook Oculus Quest 2 VR headset with the "FitXR" fitness game, while the other undertook traditional HIIT training that mirrored the movements and actions of the VR game. The study's findings suggest that fully immersive VR provides a unique and potentially more enjoyable alternative to traditional HIIT, particularly because it may enhance motivation while still achieving health benefits. This pilot research study highlights VR's potential to reach high-flow states in exercise, where individuals become deeply absorbed and derive satisfaction from the activity. It also lays the groundwork for future studies involving larger sample sizes and clinical populations to further investigate the psychological and physiological impacts of VR-based exercise. In summary, this pilot randomised controlled trial found that immersive VR could be a feasible and effective alternative to traditional HIIT training, offering similar physiological benefits while enhancing exercise motivation and enjoyment. Further research is necessary to validate these preliminary results and extend them to diverse populations.
Environmental ethics is a sub-branch of ethics that determines moral values and principles towards the environment. It is the common responsibility of all humanity to improve and protect the environment/nature and to hand it over to the next generations. For this reason, every segment of society should have environmental ethics awareness. Empathy is an important concept in raising awareness of environmental ethics. It is stated that the awareness of environmental ethics is also developed in people who have developed empathy skills. For this reason, it is recommended to create training programs that enable people to develop their empathy skills. The formation and establishment of environmental ethics awareness in people can prevent the occurrence of environmental problems. This can be achieved by providing an effective environmental education. Technological developments such as virtual reality can be used in environmental education. Virtual reality technologies are called empathy machines as they create a sense of presence in users. For this reason, the perception of presence in virtual reality and being included in the narrative are effective in developing empathy in the person. It is stated that the perspectives acquired in virtual reality develop empathy and encourage behaviors in favor of society in a few weeks. Virtual reality technologies are useful for us researchers, both in terms of developing empathy towards environmental problems and creating awareness of environmental ethics as an educational tool. For this reason, in this study, the effect of virtual reality supported environmental education on nurses' empathy and environmental ethics awareness levels was tried to be examined with a quasi-experimental research.
This pilot cohort study aimed to investigate the immediate impact of Virtual Reality (VR) exergaming on heart rate (HR), rate of perceived exertion (RPE), and technology acceptance using the Unified Theory of Acceptance and Use of Technology (UTAUT) in healthy adults. Participants engaged in a 20-minute session of VR exergaming using the Meta Oculus Quest 2™ headset. HR and RPE were measured at baseline, during, and after the intervention, while technology acceptance was assessed pre- and post-intervention using the UTAUT questionnaire. The results showed that VR exergaming increased HR while maintaining perceived exertion at low to moderate levels. Technology acceptance also improved significantly across all domains measured by UTAUT, with particularly notable increases in Performance Expectancy and Effort Expectancy. The findings suggest that VR exergaming is an effective method to enhance physical activity, motivation, and engagement, providing promising support for its use as a rehabilitation tool for individuals struggling with adherence and motivation.
People who have suffered a stroke are at high risk of suffering from oropharyngeal dysphagia with long and intensive exercise programmes. Early access to treatment and engaging therapies is very important for recovery. Immersive virtual reality technology presents an innovative treatment that could help patients improve swallowing. The aim of this study is to improve swallowing in stroke patients using two bespoke immersive virtual reality treatment with real-time feedback. The study consisted in a small feasibility study with stroke patients suffering dysphagia (n = 6, aged of 39 to 80 (M=71.17, SD=15.94). Results obtained through interviews with the patients indicated no discomfort reported during the game. All patients reported enjoying the game and feeling engaged and immersive and four out of six patients reported that they would like to use it every day as part of their Speech and Language therapy. The SALT assistant involved in the study stated that the system had the potential to encourage patients to swallow, being more functional than conventional speech therapy. She identified improvements needed for a better functioning of the VR rehabilitation system for Dysphagia. In a future study, wireless headsets will be used, without a laptop, and it will be important to improve the reliability and design of the strain gauge or innovate in the use of a different technology.
The objective of this randomized, multicenter, open-label, parallel, controlled clinical trial is to evaluate pain reduction during the administration of two vaccines in children aged 3 and 6 years through virtual reality. The main question[s] it aims to answer are: 1. To evaluate the reduction in pain during the administration of two vaccines in children aged 3 and 6 years. 2. To evaluate the reduction in anxiety during and after the administration of two vaccines in children aged 3 and 6 years. 3. Improve the satisfaction of parents or legal guardians after the administration of two vaccines in children aged 3 and 6 years. 4. Evaluate the Safety of the use of virtual reality glasses in children aged 3 and 6 years during the administration of vaccines. The study population will include children aged 3 and 6 years who are included in the patient registry and are being seen in a primary care center of the Catalan Institute of Health in Central Catalonia. The clinical trial has two assigned groups: a control group and an intervention group. The intervention group will use the Pico G2 VR goggles (Pico Interactive Inc) during the administration of the two vaccines, together with an Android AOYODKG tablet, which will be connected to the goggles as a controller. The control group participants will receive traditional distractors, such as being held by the parent or guardian who accompanies them to the appointment, receiving stickers at the end of the appointment, or receiving rewards that the parent or guardian has prepared from home. International Registered Report Identifier (IRRID): PRR1-10.2196/35910
The aim of the study is to examine the effect of VR application on motor, cognitive and sensory-perceptual skills, and activity and participation levels in children with DCD. The hypotheses on which the study proposal is based are as follows: 1. H0: VR application has no effect on motor skills in children with DCD. H1: VR application has an effect on motor skills in children with DCD. 2. H0: VR application has no effect on cognitive skills in children with DCD. H1: VR application has an effect on cognitive skills in children with DCD. 3. H0: VR application has no effect on sensory-perception skills in children with DCD. H1: VR application has an effect on sensory-perception skills in children with DCD. 4. H0: VR application has no effect on the functional independence levels in daily living activities in children with DCD. H1: VR application has an effect on the functional independence levels in daily living activities in children with DCD. 5. H0: VR application has no effect on participation levels in children with DCD. H1: VR application has an effect on participation levels in children with DCD.
The Kinect intervention system combined with aerobic exercise training can improve the quality of life of older adults in the community, standardize behavior regulation in exercise and improve fitness enthusiasm. Aerobic exercise training using the Kinect intervention system was more effective than traditional training