Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly
Study Details
Study Description
Brief Summary
The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). The main questions it aims to answer are:
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To what extent can virtual reality be a tool to support health in older adults?
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What are the support needs of older adults in learning to use this immersive technology?
Participants are invited to complete 5 training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: Individual assistance 5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) training sessions. Session 1: Basics of VR. Session 2: 1-multiplayer game mode. Session 3: Playing with a library. Browsing a library Session 4: 2-individual game mode. Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. |
Other: Individual assistance Virtual reality training sessions
5 virtual reality training sessions where feedback will be provided to each individual by the research team
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Experimental: Collective assistance 4 sessions with collective assistance and 1 session with individual assistance (session 5) The Virtual Reality (VR) activity will take the form of five (5) training sessions. Session 1: Basics of VR. Session 2: 1-multiplayer game mode. Session 3: Playing with a library. Browsing a library Session 4: 2-individual game mode. Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. |
Other: Collective assistance Virtual reality training sessions
4 virtual reality training sessions where feedback will be provided to the whole group by the research team and 1 session where feedback will be individual.
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Outcome Measures
Primary Outcome Measures
- Learning of virtual reality tasks [During each 45 minutes intervention session, up to 6 weeks]
Total score on 43 different tasks using a 5 point scale for each task(impossible, help, delay, alone, direct scored from 0 to 4 respectively) .
- Ease [Immediately after each 45 minutes intervention session, up to 6 weeks]
measurement of the perception of ease using a 5 point scale (higher score means higher ease during the session)
- Sense of control: measurement of the participants' sense of control using a scale from 1 to 5 [Immediately after each 45 minutes intervention session, up to 6 weeks]
measurement of the perception of sense of control using a 5 point scale (higher score means higher sens of control during the session)
- Satisfaction with supervision [Immediately after each 45 minutes intervention session, up to 6 weeks]
measurement of the perception of satisfaction using a 5 point scale (higher score means higher satisfaction during the session)
Secondary Outcome Measures
- Stress Level at the start of the session [Immediately before each 45 minutes intervention session, up to 6 weeks]
measurement of the participants' stress level using a scale from 1 to 5 (higher score means higher stress during the session)
- Desire to play virtual reality games [Immediately before and after each 45 minutes intervention session, up to 6 weeks]
measurement of the participants' desire to play using an opening question
Eligibility Criteria
Criteria
Inclusion Criteria:
- Independent person living in the sponsor's retirement home
Exclusion Criteria:
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Having a pacemaker
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Being at risk for epilepsy
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
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1 | Edith Martin | Quebec | Canada | G1S1C1 |
Sponsors and Collaborators
- TOPMED
- Conseil de recherches en sciences naturelles et en génie du Canada
- SEC Fonds Immobilier Groupe Maurice
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- RD-277_VR and elderly