Comparing Brain Cortical Activity in Real and Immersive Virtual Reality Manual Dexterity Tasks

Trial statusNot yet recruiting
Trial phaseNot listed
Trial typeObservational
Biological sexAll
Age18+
SponsorCliniques universitaires Saint-Luc- Université Catholique de Louvain

About this trial

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:

* Examining the relationship between brain cortical activity and kinematics in both conditions. * Comparing brain cortical activity between hand-tracking and controller-based interactions.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

Age over 18 years old

Normal-to-corrected vision

Ability to understand simple instructions

Disqualifiers

History of seizure

Recent participation (within the last three months) in a study involving a manual dexterity task in immersive virtual reality

Neurologic or orthopaedic pathology potentially affecting upper extremity movement

Trial population

Participants will be recruited through word-of-mouth within the Belgian population

Trial design

Design model

Other

Time perspective

Prospective

Treatments tested in this trial

  • Real-world manual dexterity task

    Behavioral

    Participants will perform a manual dexterity task involving the displacement of physical cubes

  • 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

  • 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

Treatment groups

12 Participants
are divided into 1 treatment group
Group A: Healthy individuals3 interventions

Trial outcomes

Primary outcomes

1

Brain cortical activity

Measures of brain cortical activity using EEG/fNIRS

Time frame
Baseline (at rest: before task performance) and Day 1 (during each of the three task performances within the single study session)

Secondary outcomes

1

Average speed

Mean instant velocity of the upper extremity during task performance

Time frame
Day 1 (during each of the three task performances within the single study session)
2

Maximal movement speed

Peak instant velocity of the upper extremity during task performance

Time frame
Day 1 (during each of the three task performances within the single study session)
3

Movement smoothness

Spectral arc length of the normalised instant velocity (SPARC) of the upper extremity during task performance

Time frame
Day 1 (during each of the three task performances within the single study session)
4

Variation of velocity

Coefficient of variation of the instant velocity of the upper extremity during task performance

Time frame
Day 1 (during each of the three task performances within the single study session)

Other outcomes

Sponsors and contacts

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