The study assess the effect of the VR technology (Pure Purr technology) on the recovery of the autonomic nervous system in healthy volunteers affected by moderate stress. Study subject randomized into two groups: in Group 1 volunteers first be tested with the VR headset A, and during the next visit- headset B. Group 2 volunteers first be tested with the VR headset B, and during the next visit- headset A. Before, after and during VR session was conducted stress modulation and ECG recording. The Pure Purr technology combines several audio and visual stimuli aimed at activation of the parasympathetic nervous system. Therefore, this study will investigate the effect of this technology on the recovery of autonomic nervous system performance after moderate stress.
Pure Purr technology is based on discoveries in neurophysiology, medicine, acoustics, and computer engineering, which are used to initiate the physiological process of recreation, i.e. allostasis. Literally this term means "achieving stability through change". This is an active mechanism playing a part in normalization of the tone of the autonomic nervous system and maintaining stability of the body internal environment. The condition in which all our functions are implemented fully and sparingly in response to the load, and the level of adaptation remains high for a long time. Pure Purr is a software and hardware complex for relaxation and recreation based on a virtual reality headset with a display with sufficient resolution, built-in processor, memory, and extended-range stereo speakers. Positive effect on the cognitive function of the brain and the system of neurohumoral regulation is achieved due to the synchronous actuation of a number of stimuli, such as: visual sequence enhanced by the effect of virtual reality, harmonious music with the binaural rhythm technology, and modified cat purrs. Currently, the use of each technology is a scientifically proven trigger for the activation of individual parts of the human nervous system. And combining them in one software complex enhances the overall effect.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
OTHER
Masking
SINGLE
Enrollment
94
The Pure Purr technology consists of BoboVR X1 headset with pre-installed software. The virtual reality headset reproduces a dynamic video content that is visually perceived with the help of the high-resolution screen. Also, the headset is able to play audio and transmit it via the headphones. The audio sequence has been modified by adding a binaural effect and has been synchronized with the tact of respiratory movements and the frequency of heart rate.
The sham technology includes an identical BoboVR X1 virtual reality headset with pre-installed software. The audio-visual sequence is similar to the one in the investigational version of the software. The key difference is that the audio sequence has not been modified with the binaural effect and has not been synchronized with the tact of respiratory movements and the frequency of heart rate.
Doctor Sam Medical Network
Kyiv, Kyiv Oblast, Ukraine
Power in high frequency range (HF) [ms2]
Change from Power in high frequency range (HF) \[ms2\] at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
The square root of the mean of the sum of the squares of differences between adjacent NN intervals (rMSSD), [ms]
Change from rMSSD variable at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
Standard deviation of all NN intervals (SDNN), [ms]
Change from SDNN variable at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
Ratio Power in low frequency range [ms2]/ Power in high frequency range [ms2] (Ratio LF [ms2]/HF [ms2])
Change from Ratio LF \[ms2\]/HF \[ms2\] at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
Total power (TP), [ms2]
Change from Total power (TP) variable at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
Heart Rate (HR) variable.
Change from Heart Rate (HR) variable at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
BP (both systolic and diastolic blood pressure) variable.
Change from systolic and diastolic blood pressure at 5 minutes before and after VR technology using
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
Spielberger state-trait anxiety inventory (STAI) variable.
Change from STAI variable at 5 minutes before and after VR technology using. STAI-Examination of the level of situational anxiety. Statement for еxamination: 1. Calm down 2. Safe 3. Tense 4. Annoyed 5. Comfortable 6. Upset 7. Concerned with future misfortunes 8. Relaxed 9. Anguished 10. At ease 11. Self-confidence 12. Nervous 13. Restless 14. Downhearted 15. Rested 16. Satisfied 17. Concerned 18. Stunned 19. Happy 20. I fell good The range for each subscale from 1 to 4 point. Processing of results: Calculate the total score based on answers given by volunteers. While interpreting the results, use the following levels of anxiety: * up to 30 points - low, * 31 - 44 points - moderate; * 45 and more - high.
Time frame: The outcome measure will be assessed between two visits with minimum interval 24 up to seven days
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