Comparative Study of Augmented Reality and Virtual Reality in Music Therapy Interventions for Individuals With Cerebral Palsy
- Sponsor
- Mackenzie Presbiterian University
- Study ID
- NCT07596550
- Status
- Not Yet Recruiting
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Conditions
- Cerebral Palsy
Eligibility Criteria
- Sex
- ALL
- Age
- 15 Years - N/A
- Healthy Volunteers
- Not accepted
Interventions
- Augmented Reality Music Therapy Using GenVirtual — DEVICEAugmented reality-based music therapy activities delivered through the GenVirtual application, developed in Unity 3D and used with the Meta Quest 3 headset with hand-tracking interaction. Participants interact with virtual musical cubes and percussion instruments through reaching movements and hand-based interaction.
- Virtual Reality Music Therapy Using GenVirtual — DEVICEVirtual reality-based music therapy activities delivered through the GenVirtual application, developed in Unity 3D and used with the Meta Quest 3 headset with hand-tracking interaction. Participants interact with virtual musical cubes and percussion instruments through reaching movements and hand-based interaction.
Study Details
The goal of this clinical trial is to compare the user experience of Augmented Reality (AR) and Virtual Reality (VR) applications during music therapy interventions in individuals with Cerebral Palsy aged 15 to 35 years with Gross Motor Function Classification System (GMFCS) level I-V. The main questions it aims to answer are: Does AR or VR result in lower levels of cybersickness as measured by the Simulator Sickness Questionnaire (SSQ)? Does AR or VR provide better usability, preference, and perceived ease of interaction? Researchers will compare AR and VR conditions to determine which technology results in lower cybersickness levels, higher usability scores, and greater user preference. Participants will: complete a pre-intervention SSQ assessment; engage in AR and VR sessions in a counterbalanced order using the Meta Quest 3 headset; explore each virtual environment for 5 minutes; perform motor tasks involving reaching and interacting with virtual musical objects (musical cubes representing musical notes: C-D-E-F-G-A-B); perform cognitive tasks involving identification and reproduction of musical note sequences guided by a therapist; perform percussion activities by following rhythmic patterns played by a therapist using virtual instruments; complete post-condition assessments after each session, including SSQ, System Usability Scale (SUS), preference, and reported difficulties.
Key Dates
- First listed
- May 19, 2026
- Start date
- Jun 30, 2026
- Status verified
- May 2026
- Primary completion
- Jun 30, 2026
- Completion
- Jun 30, 2026
Study Design
- Enrollment
- 10 participants (estimated)
- Allocation
- RANDOMIZED
- Intervention model
- CROSSOVER
- Primary purpose
- OTHER
Arms
- Experimental: Augmented Reality (AR) Music TherapyParticipants engage in music therapy activities using an augmented reality environment (GenVirtual) and delivered through the Meta Quest 3 with hand tracking. Activities include interaction with musical cubes and virtual percussion tasks designed to reduce fine motor demands and promote engagement.
- Experimental: Virtual Reality (VR) Music TherapyParticipants engage in music therapy activities using an virtual reality environment (GenVirtual) and delivered through the Meta Quest 3 with hand tracking. Activities include interaction with musical cubes and virtual percussion tasks designed to reduce fine motor demands and promote engagement.
Primary Outcome Measure
User experience and usability of AR and VR environments [ Time Frame: Immediately after AR session and immediately after VR session ]
Central Contacts
- Ana Grasielle D Correa, Ph.D+55 11 97113-2466
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