Usability and Effectiveness of Immersive Virtual Grocery Shopping for Assessing Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Controlled Trial.

Usability and Effectiveness of Immersive Virtual Grocery Shopping for Assessing Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Controlled Trial.
复制标题

DOI:
10.2196/28073
复制
发表时间:
2021-08-04
影响因子:
1.7
通讯作者:
Brennan PF
Brennan PF
中科院分区:
其他
文献类型:
--
作者:
Holdnack JA;Brennan PF

文献摘要

参考文献

相似文献

认知疲劳(CF)是人类对刺激和压力的反应,是许多可能导致严重后果的医疗条件下的常见并发症;然而,在受控条件下研究CF是困难的。沉浸式虚拟现实提供了一个实验环境,可以精确测量个体对受控环境中复杂刺激的反应。我们的目标是研究开发一个沉浸式的虚拟购物体验,以衡量主观和客观指标的CF引起的工具性日常生活活动。 我们将招募84名健康受试者(年龄18-75岁)进行2期研究。阶段1是用户体验研究,用于测试软件功能、用户界面和虚拟购物环境的真实性。第2阶段使用3组随机对照试验来确定沉浸式环境对疲劳的影响。参与者将被随机分配到3种条件中的1种,以探索典型人类活动(杂货店购物)期间的疲劳反应。认知和情感挑战的水平将在每次活动中发生变化。第1阶段的主要结局是用户界面困难的体验。第2阶段的主要结局是自我报告的CF。核心次要第2阶段结局包括主观认知负荷、任务执行行为变化和眼动追踪。第2阶段使用受试者内重复测量方差分析比较3种条件下(对照、认知挑战和情绪挑战)的疲劳前和疲劳后测量。这项研究得到了美国国立护理研究所科学审查委员会的批准,并被美国国立卫生研究院机构审查委员会确定为豁免研究。数据收集将于2021年春季开始。沉浸式虚拟现实可能是一个有用的研究平台,用于模拟与工具性日常生活活动的认知和情感挑战相关的CF诱导。ClinicalTrials.gov NCT 04883359; http://clinicaltrials.gov/ct2/show/NCT04883359 PRR1-10.2196/28073
Cognitive fatigue (CF) is a human response to stimulation and stress and is a common comorbidity in many medical conditions that can result in serious consequences; however, studying CF under controlled conditions is difficult. Immersive virtual reality provides an experimental environment that enables the precise measurement of the response of an individual to complex stimuli in a controlled environment. We aim to examine the development of an immersive virtual shopping experience to measure subjective and objective indicators of CF induced by instrumental activities of daily living. We will recruit 84 healthy participants (aged 18-75 years) for a 2-phase study. Phase 1 is a user experience study for testing the software functionality, user interface, and realism of the virtual shopping environment. Phase 2 uses a 3-arm randomized controlled trial to determine the effect that the immersive environment has on fatigue. Participants will be randomized into 1 of 3 conditions exploring fatigue response during a typical human activity (grocery shopping). The level of cognitive and emotional challenges will change during each activity. The primary outcome of phase 1 is the experience of user interface difficulties. The primary outcome of phase 2 is self-reported CF. The core secondary phase 2 outcomes include subjective cognitive load, change in task performance behavior, and eye tracking. Phase 2 uses within-subject repeated measures analysis of variance to compare pre- and postfatigue measures under 3 conditions (control, cognitive challenge, and emotional challenge). This study was approved by the scientific review committee of the National Institute of Nursing Research and was identified as an exempt study by the institutional review board of the National Institutes of Health. Data collection will begin in spring 2021. Immersive virtual reality may be a useful research platform for simulating the induction of CF associated with the cognitive and emotional challenges of instrumental activities of daily living. ClinicalTrials.gov NCT04883359; http://clinicaltrials.gov/ct2/show/NCT04883359 PRR1-10.2196/28073
DOI: 10.1086/209376
发表时间: 1994-03-01
影响因子: 7.2
作者:
BABIN, BJ;DARDEN, WR;GRIFFIN, M
通讯作者: GRIFFIN, M
DOI: 10.1177/1352458506071162
发表时间: 2007-01-01
影响因子: 5.8
作者:
Bailey, A.;Channon, S.;Beaumont, J. G.
通讯作者: Beaumont, J. G.
DOI: 10.1191/1352458503ms904oa
发表时间: 2003-01-01
影响因子: 5.8
作者:
Bakshi, R
通讯作者: Bakshi, R
DOI: 10.1016/j.apergo.2006.03.006
发表时间: 2007-03-01
期刊: APPLIED ERGONOMICS
影响因子: 3.2
作者:
Dorrian, Jillian;Roach, Gregory D.;Dawson, Drew
通讯作者: Dawson, Drew
DOI: 10.1016/s0001-4575(97)00031-6
发表时间: 1997-07-01
影响因子: 5.9
作者:
Desmond, PA;Matthews, G
通讯作者: Matthews, G