Evidence map›Paper›PMID 34346898›Full record

ArticleJMIR research protocols2021

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

James A Holdnack, Patricia Flatley Brennan

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in JMIR research protocols, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04883359 (Development of Immersive VR Environments to Induce and Evaluate Cognitive Fatigability), which is not on this map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
0.9field-weighted citation impact, top 25% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04883359 terminatednot on this map

Development of Immersive VR Environments to Induce and Evaluate Cognitive Fatigability: User Experience and Healthy Control Studies

TypeobservationalSponsorNational Institute of Nursing Research (NINR)Ran2021 to 2023Enrolled24ConditionsCognitive Fatigue
3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 7 citations in OpenAlex.

  1. Trial
  2. Review
  3. Visualization of health information within immersive virtual reality environments.Journal of the American Medical Informatics Association : JAMIA · 2024
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors at 1 institution in 1 country.

James A HoldnackNational Institute of Nursing Research, National Institutes of Health, Bethesda, MD, United States.ORCID https://orcid.org/0000-0002-0898-7773
Patricia Flatley BrennanNational Institute of Nursing Research, National Institutes of Health, Bethesda, MD, United States.ORCID https://orcid.org/0000-0001-5989-9960
National Institutes of Health · US

Funding

Advanced Visualization BranchZIANR000037 · NINR · NATIONAL INSTITUTE OF NURSING RESEARCH · PI ZENK, SHANNON · 2021 to 2024
$2.7M
6 · The paper itself

Abstract

backgroundCognitive 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.

objectiveWe 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.

methodsWe 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).

resultsThis 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.

conclusionsImmersive 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.

trial registrationClinicalTrials.gov NCT04883359; http://clinicaltrials.gov/ct2/show/NCT04883359. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/28073.

Indexed as

cognitive fatigueimmersive VRinstrumental activity of daily livinguser experiencevirtual grocery shopping

Identifiers

PMID34346898
PMCPMC8374668
OpenAlexW3166436039

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.