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Wayfinding Intervention in High-Fidelity Long-Term Memory (LABYR)

Primary Purpose

Long-Term Memory Decline, Mild Cognitive Impairment

Status
Completed
Phase
Not Applicable
Locations
United States
Study Type
Interventional
Intervention
LabyrinthVR
Placebo Games
Coherence
Tablet
Sponsored by
University of California, San Francisco
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional basic science trial for Long-Term Memory Decline focused on measuring amnestic MCI without dementia, cognitive training

Eligibility Criteria

62 Years - 85 Years (Adult, Older Adult)All SexesAccepts Healthy Volunteers

Inclusion Criteria:

  • fluent speakers of English
  • completed 12 or more years of education
  • normal or corrected-to-normal vision
  • dexterity to comfortably operate the scanner-compatible response box
  • freedom from physical and neurological conditions contra-indicated for fMRI
  • must confirm physical stamina and comfort for 45-minute, brisk walks on level ground

Exclusion Criteria:

  • use of psychotropic medications
  • history of concussions or dizziness, vestibular or balance problems
  • significant discomfort with virtual reality experiences

Sites / Locations

  • UCSF Mission Bay

Arms of the Study

Arm 1

Arm 2

Arm 3

Arm 4

Arm 5

Arm 6

Arm Type

Experimental

Experimental

Placebo Comparator

Active Comparator

Experimental

Experimental

Arm Label

LabyrinthVR Trackers

LabyrinthVR Scoot

Placebo Controls

Coherence

Labyrinth Tablet

Labyrinth VR wireless

Arm Description

Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via participant ambulation wearing leg-position trackers.

Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.

Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.

Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive rhythm training game.

Multi-session cognitive intervention with tablet computer, displaying 2.5D version of Labyrinth game in an adaptive spatial wayfinding challenge. Game movement via on-screen control buttons.

Multi-session cognitive intervention with head-mounted display virtual reality computer game using wireless, narrower filed technology to presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.

Outcomes

Primary Outcome Measures

MDT Change in Mnemonic Discrimination
Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.
WALK Change in Recall
Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.
Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination
Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.
Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination
functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.

Secondary Outcome Measures

Remote Cognitive Module (RCM)
A tablet application using a speech-to-text interface to administer neuropsychological tests comparable to CVLT-II verbal memory, verbal fluency, digit span and Trail Making Test-B. Raw scores from the tasks will be transformed to z-scores, relative to population normative values, and a participant's z-scores will be the uniform measures of their performance across RCM tasks. THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS
Test of Visual Attention Change in Top-down Control
test of speed and accuracy of visual attention and impulsivity

Full Information

First Posted
January 29, 2020
Last Updated
February 1, 2023
Sponsor
University of California, San Francisco
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1. Study Identification

Unique Protocol Identification Number
NCT04253587
Brief Title
Wayfinding Intervention in High-Fidelity Long-Term Memory
Acronym
LABYR
Official Title
Cognitive Intervention to Restore Capabilities for Learning and Retrieval of High-Fidelity Memory
Study Type
Interventional

2. Study Status

Record Verification Date
February 2023
Overall Recruitment Status
Completed
Study Start Date
October 1, 2019 (Actual)
Primary Completion Date
December 15, 2021 (Actual)
Study Completion Date
December 15, 2021 (Actual)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Sponsor
Name of the Sponsor
University of California, San Francisco

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
Yes
Device Product Not Approved or Cleared by U.S. FDA
Yes
Product Manufactured in and Exported from the U.S.
No
Data Monitoring Committee
No

5. Study Description

Brief Summary
Therapeutic treatment is yet available for declining memory, which is an impairment affecting the quality of life for many older adults and patients with cognitive impairment. Cognitive training with an immersive video game promises to drive hippocampal-cortical plasticity and associated gains that can restore memory capability or provide therapeutic treatment for memory deficits.
Detailed Description
A hallmark of higher cognition is the capability for flexible association of diverse bits of information stored in memory, such that experiences can be remembered in detailed and distinct terms (i.e., high-fidelity long-term memory (LTM)). Interventions capable of sustaining improved learning and flexible association of new information into LTM remain elusive. Interventions have yet to be developed to attenuate the decline of high-fidelity LTM in normal aging or provide therapeutic treatment for patients with cognitive impairment without dementia (i.e., MCI). This project applies a translational neuroscience approach in development of a cognitive training intervention that targets sustained improvement in capabilities for LTM and cognitive control. Treatments use commercially available head-mounted display Virtual Reality (VR) technology and tablet computers to present a deeply immersive spatial wayfinding video game. Based on preliminary results, the hypothesis is that immersion in a game to navigate errands through unfamiliar, visually complex neighborhoods (i.e., wayfinding) will be an effective means to environmental enrichment, which refers to a process whereby new and complex experiences bring change to brain and behavior. The significance of this platform is from the effects in brain and behavior arising from cognitive training, which can generalize to improvements in untrained capability for high-fidelity LTM. Research in rodents and humans shows that learning a new, enriched environment spurs the healthy function of the hippocampus and supports lifelong neurogenesis. Adult-borne hippocampal neurogenesis has been linked as the neurobiological basis for the formation of new, high-fidelity memories. The Labyrinth spatial wayfinding game was developed in-house to incorporate full scientific rigor, as with procedures in any properly controlled behavioral experiment. The game uses 3D and 2.5D computer graphics tools, as well as numerous levels of adaptive challenge, to deliver a dynamic, engaging experience for participants throughout the training regimen. Training can be administered with and without participant ambulation in movement through wayfinding runs. A participant's pre- and post-training assessments will occur promptly before and after their 15 to 20-hour training regimen, including collection of functional MRI (fMRI) and structural MRI data. Cognitive outcome measures will assess capabilities for high-fidelity LTM retrieval. The a priori hypothesis is that effectiveness of the wayfinding game intervention would be evidenced by post-training improvements in retrieval of high-fidelity LTM and associated cognitive control capabilities. FMRI results associated with the measured cognitive improvements will localize changes in functional brain networks that support gains in memory capabilities. Structural MRI measures will assess morphometric and volumetric changes from pre- to post-training assessments.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Long-Term Memory Decline, Mild Cognitive Impairment
Keywords
amnestic MCI without dementia, cognitive training

7. Study Design

Primary Purpose
Basic Science
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
ParticipantOutcomes Assessor
Masking Description
After recruitment, participants are randomly assigned to treatment arms. Participants and experimenters with whom they interact during the experiments are blind to the purpose of the randomly-assigned arm. First-level analysis performed blind to participant's treatment arm.
Allocation
Randomized
Enrollment
50 (Actual)

8. Arms, Groups, and Interventions

Arm Title
LabyrinthVR Trackers
Arm Type
Experimental
Arm Description
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via participant ambulation wearing leg-position trackers.
Arm Title
LabyrinthVR Scoot
Arm Type
Experimental
Arm Description
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.
Arm Title
Placebo Controls
Arm Type
Placebo Comparator
Arm Description
Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.
Arm Title
Coherence
Arm Type
Active Comparator
Arm Description
Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive rhythm training game.
Arm Title
Labyrinth Tablet
Arm Type
Experimental
Arm Description
Multi-session cognitive intervention with tablet computer, displaying 2.5D version of Labyrinth game in an adaptive spatial wayfinding challenge. Game movement via on-screen control buttons.
Arm Title
Labyrinth VR wireless
Arm Type
Experimental
Arm Description
Multi-session cognitive intervention with head-mounted display virtual reality computer game using wireless, narrower filed technology to presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.
Intervention Type
Device
Intervention Name(s)
LabyrinthVR
Intervention Description
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.
Intervention Type
Device
Intervention Name(s)
Placebo Games
Intervention Description
Commercially-available, narrative computer games marketed as cognitively enriching.
Intervention Type
Device
Intervention Name(s)
Coherence
Intervention Description
Head-mounted display virtual reality game designed to present an adaptive rhythm training routine.
Intervention Type
Device
Intervention Name(s)
Tablet
Intervention Description
Tablet computer playing Labyrinth VR game but in 2.5D
Primary Outcome Measure Information:
Title
MDT Change in Mnemonic Discrimination
Description
Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.
Time Frame
baseline immediately before and post-assessment immediately after training regimen is completed
Title
WALK Change in Recall
Description
Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.
Time Frame
baseline immediately before and post-assessment immediately after training regimen is completed
Title
Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination
Description
Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.
Time Frame
during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed
Title
Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination
Description
functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.
Time Frame
during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed
Secondary Outcome Measure Information:
Title
Remote Cognitive Module (RCM)
Description
A tablet application using a speech-to-text interface to administer neuropsychological tests comparable to CVLT-II verbal memory, verbal fluency, digit span and Trail Making Test-B. Raw scores from the tasks will be transformed to z-scores, relative to population normative values, and a participant's z-scores will be the uniform measures of their performance across RCM tasks. THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS
Time Frame
baseline immediately before and post-assessment immediately after training regimen is completed
Title
Test of Visual Attention Change in Top-down Control
Description
test of speed and accuracy of visual attention and impulsivity
Time Frame
baseline immediately before and post-assessment immediately after training regimen is completed

10. Eligibility

Sex
All
Minimum Age & Unit of Time
62 Years
Maximum Age & Unit of Time
85 Years
Accepts Healthy Volunteers
Accepts Healthy Volunteers
Eligibility Criteria
Inclusion Criteria: fluent speakers of English completed 12 or more years of education normal or corrected-to-normal vision dexterity to comfortably operate the scanner-compatible response box freedom from physical and neurological conditions contra-indicated for fMRI must confirm physical stamina and comfort for 45-minute, brisk walks on level ground Exclusion Criteria: use of psychotropic medications history of concussions or dizziness, vestibular or balance problems significant discomfort with virtual reality experiences
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Peter E Wais, PhD
Organizational Affiliation
Neuroscape, Department of Neurology
Official's Role
Principal Investigator
Facility Information:
Facility Name
UCSF Mission Bay
City
San Francisco
State/Province
California
ZIP/Postal Code
94158
Country
United States

12. IPD Sharing Statement

Plan to Share IPD
No
Citations:
PubMed Identifier
33510315
Citation
Wais PE, Arioli M, Anguera-Singla R, Gazzaley A. Virtual reality video game improves high-fidelity memory in older adults. Sci Rep. 2021 Jan 28;11(1):2552. doi: 10.1038/s41598-021-82109-3.
Results Reference
result

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Wayfinding Intervention in High-Fidelity Long-Term Memory

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