CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 103 enrolled
Drug / intervention
Live-Action 360° Video Virtual Reality +1 moredevice
Likely dose
Not stated in record
Key inclusion· 5
  • Age 18 to 65 years
  • Currently experiencing pain that is not typical of day-to-day experience
  • Glasgow Coma Scale score of 15 and abbreviated Mini Mental Status Exam score ≥7
  • Hospitalized in acute/critical palliative care, post-surgical, or acute orthopedic units at University Medical Center Brackenridge, Austin, TX
Key exclusion· 4
  • Hearing or visual impairment that precludes use of Samsung Gear VR
  • No current pain at study onset
  • Glasgow Coma Scale <15 and/or abbreviated Mini Mental Status Exam <7
  • Limited mental competency or inability to provide informed consent

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT02997085
NCT02997085N/ACompleted

Virtual Reality for Pain Management Study

University of Texas at Austin·interventional·Posted Dec 19, 2016·Updated Jun 23, 2021

In Brief

A clinical study evaluating Live-Action 360° Video Virtual Reality and CGI 360° Video Virtual Reality for Pain, Acute. Completed, enrolled 103 participants across 1 site.

Detailed Summary

Virtual Reality (VR) is one non-pharmacological method that has shown promise as an effective means of decreasing pain levels following treatment, and for significant periods of time. Additionally, neurobiology studies of VR have demonstrated a decrease in brain activity associated with pain. While VR is clearly a promising, drug-free option for pain treatment, existing VR systems are expensive and use unconvincing graphics. Recent advances in VR technology (i.e., improved realism and immersion using 360-degree 3D technology and more affordable delivery systems) allow the development of more realistic and more cost-effective applications. Capitalizing on these advances and the investigators' experiences with VR intervention development and evaluation, the current study will test a state-of-the-art VR experience in pain management intervention (Live-Action 360° Video Virtual Reality(VVR)) and compare it to established standard computer generated imagery (CGI) 360° VVR content for pain management intervention in a medical setting. The participant's participation will help the investigators determine which VR intervention is most effective in reducing acute pain in hospital patients.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
ConditionsPain, Acute
CountriesUnited States

Timeline

N/ACompletedFinished
2017201820192020202120222023202420252026
First PostedDec 19, 2016
Enrollment StartJan 1, 2017
Primary CompletionJul 1, 2018
TodayJul 2, 2026
Enrollment to primary: 1.5 yearsPosted 9.5 years ago

Interventions

Live-Action 360° Video Virtual Realitydevice

360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.

CGI 360° Video Virtual Realitydevice

Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.