[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100585051":3},{"organization":4,"armGroups":7,"interventions":15,"overallOfficials":29,"centralContacts":34,"locations":42,"responsibleParty":61,"collaborators":63,"id":66,"slug":67,"hasResults":68,"nctId":69,"briefTitle":70,"officialTitle":70,"acronym":10,"eligibilityCriteria":71,"healthyVolunteers":72,"sex":73,"minAge":74,"maxAge":10,"enrollmentInfo":75,"targetDuration":10,"studyType":78,"phases":10,"briefSummary":79,"conditions":80,"keywords":10,"overallStatus":86,"whyStopped":10,"lastUpdateSubmitDate":87,"lastUpdatePostDateStruct":88,"startDateStruct":91,"completionDateStruct":92,"leadSponsor":94,"locationsCount":95},{"fullName":5,"class":6},"Cliniques universitaires Saint-Luc- Université Catholique de Louvain","OTHER",[8],{"label":9,"type":10,"description":10,"interventionNames":11},"Healthy individuals",null,[12,13,14],"Behavioral: Real-world manual dexterity task","Behavioral: Immersive virtual reality with controllers","Behavioral: Immersive virtual reality with hand-tracking",[16,21,25],{"type":17,"name":18,"description":19,"armGroupLabels":20,"otherNames":10},"BEHAVIORAL","Real-world manual dexterity task","Participants will perform a manual dexterity task involving the displacement of physical cubes",[9],{"type":17,"name":22,"description":23,"armGroupLabels":24,"otherNames":10},"Immersive virtual reality with controllers","Participants will perform a manual dexterity task in an immersive virtual reality environment, requiring them to move virtual cubes using controllers",[9],{"type":17,"name":26,"description":27,"armGroupLabels":28,"otherNames":10},"Immersive virtual reality with hand-tracking","Participants will perform a manual dexterity task in an immersive virtual reality environment, requiring them to move virtual cubes using the hand-tracking technology",[9],[30],{"name":31,"affiliation":32,"role":33},"Thierry Lejeune, MD, PhD","Cliniques universitaires Saint-Luc UCL","PRINCIPAL_INVESTIGATOR",[35,40],{"name":36,"role":37,"phone":38,"phoneExt":10,"email":39},"Gauthier Everard, PT, PhD","CONTACT","+32 472 500 158","gauthier.everard@uclouvain.be",{"name":41,"role":37,"phone":10,"phoneExt":10,"email":10},"Thérèse Ntabuhashe Bibentyo, Er, PhD student",[43],{"facility":44,"status":10,"city":45,"state":46,"zip":47,"country":48,"countryCode":49,"cosmosGeoPoint":50,"geoPoint":55,"contacts":56},"Neuro Musculo Skeletal Lab","Brussels","Brussels Capital","1200","Belgium","BE",{"type":51,"coordinates":52},"Point",[53,54],4.34878,50.85045,{"lat":54,"lon":53},[57,58,59],{"name":36,"role":37,"phone":38,"phoneExt":10,"email":39},{"name":31,"role":33,"phone":10,"phoneExt":10,"email":10},{"name":36,"role":60,"phone":10,"phoneExt":10,"email":10},"SUB_INVESTIGATOR",{"type":62,"investigatorFullName":10,"investigatorTitle":10,"investigatorAffiliation":10,"oldNameTitle":10,"oldOrganization":10},"SPONSOR",[64],{"name":65,"class":6},"Université Catholique de Louvain","100585051","comparing-brain-cortical-activity-in-real-and-immersive-virtual-reality-manual-dexterity-tasks-100585051",false,"NCT06897332","Comparing Brain Cortical Activity in Real and Immersive Virtual Reality Manual Dexterity Tasks","Inclusion Criteria:\n\n* Age over 18 years old\n* Normal-to-corrected vision\n* Ability to understand simple instructions\n\nExclusion Criteria:\n\n* History of seizure\n* Recent participation (within the last three months) in a study involving a manual dexterity task in immersive virtual reality\n* Neurologic or orthopaedic pathology potentially affecting upper extremity movement",true,"ALL","18 Years",{"count":76,"type":77},12,"ESTIMATED","OBSERVATIONAL","With advances in technology, virtual reality (VR) is increasingly used in various fields, including rehabilitation, motor learning, and neuroscience. Its ability to provide controlled, immersive, and interactive environments makes it a valuable tool for training and assessment. However, despite its growing adoption, limited evidence exists on how cortical activation in VR compares to real-world conditions. Moreover, brain cortical activity during motor tasks, such as manual dexterity tasks, remains underexplored.\n\nThis study aims to compare brain cortical activity in real and immersive virtual reality settings during a manual dexterity task. Secondary objectives include:\n\n* Examining the relationship between brain cortical activity and kinematics in both conditions.\n* Comparing brain cortical activity between hand-tracking and controller-based interactions.",[81,82,83,84,85],"Brain","Virtual Reality","EEG","fNIRS","Manual Dexterity","NOT_YET_RECRUITING","2025-03-20",{"date":89,"type":90},"2025-03-26","ACTUAL",{"date":87,"type":77},{"date":93,"type":77},"2025-06-30",{"name":5,"class":6},1]