Wayfinding Intervention and Long-Term Memory
For patients and families
In plain language
An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.
- What is being studied
- The protocol lists: LabyrinthVR software, Placebo Games software, Labyrinth Tablet software, Labyrinth VR wireless.
- Who it may be relevant to
- Registry conditions: Long-Term Memory Decline, Mild Cognitive Impairment. Basic parameters: 60 years — 85 years · All.
- What needs checking
- Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
- Where it takes place
- United States
- Next step
- Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
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Official title
Virtual Reality Interventions to Stimulate Capabilities for Learning and Retrieval of High-Fidelity Memory
Overview
Therapeutic treatment is yet available for declining memory, which is an impairment affecting the quality of life for many older adults and patients with cognitive impairment. Cognitive training with an immersive video game promises to drive hippocampal-cortical plasticity and associated gains that can restore memory capability or provide therapeutic treatment for memory deficits.
Detailed description
A hallmark of higher cognition is the capability for flexible association of diverse bits of information stored in memory, such that experiences can be remembered in detailed and distinct terms (i.e., high-fidelity long-term memory). Interventions capable of sustaining improved learning and flexible association of new information into long-term memory (LTM) have shown promising pilot results, and further development is expected to find treatments to attenuate the decline of high-fidelity LTM in normal aging or provide therapeutic treatment for patients with cognitive impairment without dementia (i.e., MCI).
This project applies a translational neuroscience approach in further development of a cognitive training intervention that targets sustained improvement in capabilities for long-term memory (LTM) and cognitive control. Treatments use commercially available head-mounted display Virtual Reality (VR) technology and tablet computers to present a deeply immersive spatial wayfinding video game.
Based on preliminary results, the hypothesis is that immersion in a game to navigate errands through unfamiliar, visually complex neighborhoods (i.e., wayfinding) will be an effective means to environmental enrichment, which refers to a process whereby new and complex experiences bring change to brain and behavior. Research in humans shows that learning a new, enriched environment spurs the healthy function of the hippocampus and supports lifelong neurogenesis. Adult-borne hippocampal neurogenesis has been linked as the neurobiological basis for the formation of new, high-fidelity memories.
The significance of this project includes functionality for remote training procedures (i.e., at home). The availability for participants to complete some of the experiment procedures at home will expand enrollment opportunities and prove the practicality of the intervention outside of a clinical setting.
The Labyrinth spatial wayfinding game uses 3D and 2.5D computer graphics tools to present dozens of levels of adaptive challenge and deliver a dynamic, engaging experience for participants throughout the training regimen. In this project, participants will effect game movement using hand controllers while playing the game in a seated position.
For each participant, pre- and post-training assessments will occur promptly before and after their 15 to 20-hour training regimen. Cognitive outcome measures will assess capabilities for high-fidelity LTM retrieval and control of sustained visual attention, and some measures will include collection of associated functional MRI (fMRI) and structural MRI data.
Effectiveness of the wayfinding game intervention will be evidenced by post-training improvements in retrieval of high-fidelity LTM and cognitive control capabilities. FMRI results associated with the measured cognitive improvements will localize changes in functional brain networks that support gains in memory capabilities. Structural MRI measures will assess morphometric and volumetric changes from pre- to post-training assessments.
Interventions
- Behavioral LabyrinthVR software
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, highly engaging regimen of wayfinding in novel urban and village neighborhoods. - Behavioral Placebo Games software
Commercially-available, narrative computer games marketed as cognitively enriching. Can be tablet-based or wireless VR headset-based. - Behavioral Labyrinth Tablet software
Tablet computer playing Labyrinth spatial wayfinding game in 2.5D - Behavioral Labyrinth VR wireless
Wireless head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, engaging regimen of wayfinding in novel urban and village neighborhoods.
Primary outcome measures
- MDT change in mnemonic discrimination [Time frame: baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2) providing for a composite score T2-T1]
- TOUR change in recall [Time frame: baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2) providing for a composite score T2-T1]
- Volumetric-based brain morphometry for gray and white matter [Time frame: collected in association with Outcome 1, at baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2)]
- Task-based cortical functional connectivity associated with mnemonic discrimination capability and in control of sustained visual attention [Time frame: collected in association with Outcome 1, at baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2)]
Secondary outcome measures (1)
- Remote Cognitive Module (RCM) [Time frame: baseline immediately before training regimen begins]
Eligibility criteria
Inclusion criteria
- fluent speakers of English
- completed 12 or more years of education
- normal or corrected-to-normal vision
- dexterity to comfortably operate the scanner-compatible response box
- freedom from physical and neurological conditions contra-indicated for fMRI
- must confirm physical stamina and comfort for semi-weekly brisk 30-minute walks on level ground
Exclusion criteria
- use of psychotropic medications
- history of concussions or dizziness, vestibular or balance problems
- significant discomfort with virtual reality experiences
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: Yes
Study design
- Allocation
- Randomized
- Model
- Parallel assignment
- Masking
- Double blind
- Primary purpose
- Basic science
Study locations
United States · 1 center
- UCSF Mission Bay — San Francisco
Identifiers
NCT: NCT05625425 · 19-27586-B