Bicycling cadence collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 85.44 | ± 13.7 |
Last reviewed · How we verify
Immersive Virtual Reality Bicycling for Persons With Parkinson's Disease
NA trial testing Virtual reality bicycling in Parkinson Disease in 22 participants. Completed in 17 February 2023.
| Lead sponsor | Rutgers, The State University of New Jersey |
|---|---|
| Phase | NA |
| Status | Completed |
| Study type | INTERVENTIONAL |
| Allocation | na |
| Design | single group |
| Masking | none |
| Primary purpose | other |
| Enrollment | 22 |
| Start date | 27 October 2022 |
| Primary completion | 17 February 2023 |
| Estimated completion | 17 February 2023 |
| Sites | 1 location across United States |
Rutgers, The State University of New Jersey
Adults 45 to 80, any sex, with Parkinson Disease. Patients with the condition only — healthy volunteers not accepted.
Per-arm endpoint measurements with 95% confidence intervals where reported. Source: trial results section.
Bicycling cadence collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 85.44 | ± 13.7 |
Bicycling cadence collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 92.97 | ± 16.3 |
Bicycling cadence collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 93.83 | ± 17.1 |
Intrinsic Motivation Inventory - enjoyment, competence, effort, and value subscales (16 questions total). Scores in each subscale are averaged, with a minimum score of 1 and a maximum score of 7. Higher scores indicate higher motivation.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 6.06 | 5.4 – 6.5 |
Intrinsic Motivation Inventory - enjoyment, competence, effort, and value subscales (16 questions total). Scores in each subscale are averaged, with a minimum score of 1 and a maximum score of 7. Higher scores indicate higher motivation.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 6.13 | ± 0.6 |
Intrinsic Motivation Inventory - enjoyment, competence, effort, and value subscales (16 questions total). Scores in each subscale are averaged, with a minimum score of 1 and a maximum score of 7. Higher scores indicate higher motivation.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 6.11 | ± 0.6 |
Heart rate collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 109.26 | ± 9.9 |
Heart rate collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 115.41 | ± 12.6 |
Heart rate collected continuously (1 value per second, 1 Hz)
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 114.42 | ± 12.4 |
3D gaze positions are measured continuously (40 values per second, 40 Hz) and valid gaze datapoints are extracted. The percentage of total valid gaze datapoints that are directed to the task are calculated as a metric of visual attention. A higher percentage reflects higher task focus, meaning that the higher percentage the higher degree of focus on the task. The reported value is measured as a percentage (%).
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 76.70 | 64.9 – 86.3 |
3D gaze positions are measured continuously (40 values per second, 40 Hz) and valid gaze datapoints are extracted. The percentage of total valid gaze datapoints that are directed to the task are calculated as a metric of visual attention. A higher percentage reflects higher task focus, meaning that the higher percentage the higher degree of focus on the task. The reported value is measured as a percentage (%).
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 79.20 | ± 8.8 |
3D gaze positions are measured continuously (40 values per second, 40 Hz) and valid gaze datapoints are extracted. The percentage of total valid gaze datapoints that are directed to the task are calculated as a metric of visual attention. A higher percentage reflects higher task focus, meaning that the higher percentage the higher degree of focus on the task. The reported value is measured as a percentage (%).
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Bicycling | 77.89 | ± 9.2 |
This study has three objectives about persons with Parkinson's Disease during bicycling: 1. Determine the effect of visual feedback and competition during virtual bicycling on neuromuscular and cardiovascular intensity 2. Determine the effect of visual-feedback and competition during virtual bicycling on the user experience of motivation, enjoyment \& perception of exercise intensity 3. Determine if attention differs during visual feedback compared to competition virtual bicycling
No peer-reviewed publications indexed yet for this trial. Completed trials usually publish results within 12-18 months.
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