Brief Summary Using a repeated measures within-subject design with treatment order randomized, with healthy volunteers, this study will measure how much immersive Virtual Reality (VR) reduces performance on a simple attention demanding task during No VR vs. High Tech VR (for one group of 16 participants), and during a plausible control see through VR vs. High Tech VR (for another group of 20 participants). The primary aim is to explore whether a highly immersive VR system makes VR significantly more attention demanding/distracting, compared to No VR, and compared to a less immersive VR system (a plausible controlled see through goggles).
Healthy college student volunteers will participate in a repeated measure within subject trial studying attention using a divided attention paradigm. One group of participants (16 healthy volunteers) will perform a simple attention demanding task during No VR for 2 minutes and they will perform the attention demanding task again during High Tech VR for 2 minutes. Another group of 20 healthy volunteers will perform a simple attention demanding task during a less immersive see through VR (a plausible control condition) for 2 minutes and they will also perform the attention demanding task again during immersive High Tech VR for 2 minutes (treatment order randomized). This group will also rate their pain and anxiety during Quantitative Sensory Testing very brief thermal heat stimuli during No VR vs. during immersive high tech VR.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
DOUBLE
Enrollment
36
No VR vs. immersive High Tech VR
plausible control condition vs. immersive high tech VR
University of Washington
Seattle, Washington, United States
accuracy on an attention demanding cognitive test
Number of correct responses on a divided attention task
Time frame: for n = 16, responses will be made 15 seconds after the VR condition vs. 15 seconds after the No VR during 2 minute sessions. For n = 20 subjects responses will be made 15 s after the plausible control condition, and 15 seconds after the immersive VR.
graphic rating scale presence ratings
Graphic rating scale measures of patients illusion of "being there" in virtual reality.
Time frame: measured immediately after each two minute VR session.
graphic rating scale subjective pain ratings
n = 20 participants report how much pain they experienced during No VR vs. during High Tech VR.
Time frame: immediately after each brief Quantitative Sensory Testing thermal heat stimulus
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