[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100644758":3},{"organization":4,"armGroups":7,"interventions":36,"overallOfficials":51,"centralContacts":56,"locations":66,"responsibleParty":85,"collaborators":42,"id":88,"slug":89,"hasResults":90,"nctId":91,"briefTitle":92,"officialTitle":93,"acronym":94,"eligibilityCriteria":95,"healthyVolunteers":90,"sex":96,"minAge":97,"maxAge":98,"enrollmentInfo":99,"targetDuration":42,"studyType":102,"phases":103,"briefSummary":105,"conditions":106,"keywords":108,"overallStatus":111,"whyStopped":42,"lastUpdateSubmitDate":112,"lastUpdatePostDateStruct":113,"startDateStruct":116,"completionDateStruct":118,"leadSponsor":120,"locationsCount":121},{"fullName":5,"class":6},"University of Maryland, Baltimore","OTHER",[8,15,19,24,28,32],{"label":9,"type":10,"description":11,"interventionNames":12},"Sham 2D, then Passive 3D VR","EXPERIMENTAL","Participants randomized to this sequence will receive the sham 2D headset control condition during the first qualifying vaso-occlusive crisis infusion center visit and the passive immersive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit. The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio. The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction.",[13,14],"Device: Sham 2D Headset Control","Device: Passive Immersive 3D Virtual Reality",{"label":16,"type":10,"description":17,"interventionNames":18},"Passive 3D VR → Sham 2D","Participants randomized to this sequence will receive the passive immersive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the sham 2D headset control condition during the second qualifying vaso-occlusive crisis infusion center visit. The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction. The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio.",[13,14],{"label":20,"type":10,"description":21,"interventionNames":22},"Sham 2D → Active 3D VR","Participants randomized to this sequence will receive the sham 2D headset control condition during the first qualifying vaso-occlusive crisis infusion center visit and the active immersive interactive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit. The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio. The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction.",[13,23],"Device: Active Immersive Interactive 3D Virtual Reality",{"label":25,"type":10,"description":26,"interventionNames":27},"Active 3D VR → Sham 2D","Participants randomized to this sequence will receive the active immersive interactive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the sham 2D headset control condition during the second qualifying vaso-occlusive crisis infusion center visit. The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction. The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio.",[13,23],{"label":29,"type":10,"description":30,"interventionNames":31},"Passive 3D VR → Active 3D VR","Participants randomized to this sequence will receive the passive immersive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the active immersive interactive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit. The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction. The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction.",[14,23],{"label":33,"type":10,"description":34,"interventionNames":35},"Active 3D VR → Passive 3D VR","Participants randomized to this sequence will receive the active immersive interactive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the passive immersive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit. The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction. The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction.",[14,23],[37,43,47],{"type":38,"name":39,"description":40,"armGroupLabels":41,"otherNames":42},"DEVICE","Sham 2D Headset Control","The sham 2D headset control condition consists of non-interactive two-dimensional visual content displayed on a fixed virtual screen using the Meta Quest headset platform. Standardized audio will be provided during the session. Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit. This condition is intended to serve as a headset-based control while maintaining similar attention and device exposure across study conditions.",[25,16,20,9],null,{"type":38,"name":44,"description":45,"armGroupLabels":46,"otherNames":42},"Passive Immersive 3D Virtual Reality","The passive immersive 3D virtual reality condition consists of 360-degree or three-dimensional immersive visual content delivered using the Meta Quest headset platform with standardized audio. Participants may look around within the virtual environment but will not interact with the content using controllers. Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.",[33,29,16,9],{"type":38,"name":48,"description":49,"armGroupLabels":50,"otherNames":42},"Active Immersive Interactive 3D Virtual Reality","The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content delivered using the Meta Quest headset platform with standardized audio. Participants will interact with the virtual environment using controllers while completing low-motion, seated modules. Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.",[33,25,29,20],[52],{"name":53,"affiliation":54,"role":55},"Richard G Wilkerson, MD","Unversity of Maryland School of Medicine","PRINCIPAL_INVESTIGATOR",[57,62],{"name":58,"role":59,"phone":60,"phoneExt":42,"email":61},"Soowon Lee, MSPH","CONTACT","254-400-4894","Soowon.Lee@som.umaryland.edu",{"name":63,"role":59,"phone":64,"phoneExt":42,"email":65},"Rose Corcoran","2407439858","rose.corcoran@som.umaryland.edu",[67],{"facility":68,"status":42,"city":69,"state":70,"zip":71,"country":72,"countryCode":73,"cosmosGeoPoint":74,"geoPoint":79,"contacts":80},"University of Maryland Medical Center, Stoler Infusion Center","Baltimore","Maryland","21230","United States","US",{"type":75,"coordinates":76},"Point",[77,78],-76.61219,39.29038,{"lat":78,"lon":77},[81],{"name":82,"role":59,"phone":83,"phoneExt":42,"email":84},"R. Gentry Wilkerson, MD","410-328-4237","GWilkerson@som.umaryland.edu",{"type":55,"investigatorFullName":86,"investigatorTitle":87,"investigatorAffiliation":5,"oldNameTitle":42,"oldOrganization":42},"Richard Gentry Wilkerson","Associate Professor, University of Maryland School of Medicine Department of Emergency Medicine Director of Clinical Research, University of Maryland School of Medicine Department of Emergency Medicine Assistant Residency Program Director","100644758","virtual-reality-for-scd-voc-100644758",false,"NCT07674277","Virtual Reality for SCD VOC","Randomized EvaLuation of ImmErsive Virtual Experiences in Sickle Cell Disease (RELIEVE-SCD)","RELIEVE-SCD","Inclusion Criteria:\n\n* Adult (age ≥ 18 years) patients\n* History of sickle cell disease\n* Treatment plan by clinical care team includes the use of intravenous opioids to -treat acute pain.\n* Receiving treatment from the Stoler Infusion center\n\nExclusion Criteria:\n\n* Prior enrollment in this study\n* Presenting with a chief complaint suggestive of a complicated crisis (such as concern for acute chest syndrome, splenic sequestration, hepatic sequestration, pulmonary embolism) as determined by the clinical care provider\n* Not being treated with intravenous opioids for the vaso-occlusive crisis\n* Patients who lack the capacity to provide informed consent\n* Medical history of seizures or known intolerance to virtual reality devices\n* In the opinion of the investigator and based on chart review and direct questioning of the patient, there are preexisting disabilities like vision and hearing defects that preclude the use of a head mounted virtual reality device.\n* Known to be pregnant\n* Incarcerated at the time of evaluation\n* Over the age of 89 years old","ALL","18 Years","89 Years",{"count":100,"type":101},25,"ESTIMATED","INTERVENTIONAL",[104],"NA","This pilot study will evaluate the feasibility, tolerability, and preliminary analgesic effect of headset-based virtual reality interventions for adults with sickle cell disease experiencing vaso-occlusive crisis treated in an infusion center. Participants will be enrolled during routine outpatient sickle cell clinic visits and may receive study interventions during future qualifying infusion center visits for vaso-occlusive pain. Using a randomized, two-period crossover design, each participant will be assigned to receive two of three headset-based conditions across separate visits: sham 2D headset control, passive immersive 3D virtual reality, or active immersive interactive 3D virtual reality. The primary outcome is pain burden during the first 60 minutes after intervention start, measured as area under the curve of 0-10 numeric rating scale pain scores. Secondary outcomes include feasibility of intervention delivery, headset tolerability, pain at 120 minutes, opioid use, and participant-reported immersion and acceptability.",[107],"Sickle Cell Disease",[109,107,110],"virtual reality (VR)","vaso-occlusive crisis","NOT_YET_RECRUITING","2026-06-23",{"date":114,"type":115},"2026-06-29","ACTUAL",{"date":117,"type":101},"2026-08-01",{"date":119,"type":101},"2027-12",{"name":5,"class":6},1]