Comparing Brain Cortical Activity in Real and Immersive Virtual Reality Manual Dexterity Tasks
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: Real-world manual dexterity task, Immersive virtual reality with controllers, Immersive virtual reality with hand-tracking.
- Who it may be relevant to
- Registry conditions: Brain, Virtual Reality, EEG, fNIRS. Basic parameters: from 18 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
- Belgium
- 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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Overview
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.
Interventions
- Behavioral Real-world manual dexterity task
Participants will perform a manual dexterity task involving the displacement of physical cubes - Behavioral Immersive virtual reality with controllers
Participants will perform a manual dexterity task in an immersive virtual reality environment, requiring them to move virtual cubes using controllers - Behavioral Immersive virtual reality with hand-tracking
Participants will perform a manual dexterity task in an immersive virtual reality environment, requiring them to move virtual cubes using the hand-tracking technology
Primary outcome measures
- Brain cortical activity [Time frame: Baseline (at rest: before task performance) and Day 1 (during each of the three task performances within the single study session)]
Secondary outcome measures (6)
- Average speed [Time frame: Day 1 (during each of the three task performances within the single study session)]
- Maximal movement speed [Time frame: Day 1 (during each of the three task performances within the single study session)]
- Movement smoothness [Time frame: Day 1 (during each of the three task performances within the single study session)]
- Variation of velocity [Time frame: Day 1 (during each of the three task performances within the single study session)]
- Average distance between thumb and other fingers [Time frame: Day 1 (during each of the three task performances within the single study session)]
- Variation of distance between thumb and other fingers [Time frame: Day 1 (during each of the three task performances within the single study session)]
Eligibility criteria
Inclusion criteria
- Age over 18 years old
- Normal-to-corrected vision
- Ability to understand simple instructions
Exclusion criteria
- 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
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: Yes
Study design
- Observational model
- Other
Study locations
Belgium · 1 center
- Neuro Musculo Skeletal Lab — Brussels
Identifiers
NCT: NCT06897332 · Real vs iVR Manual Dexterity