Trial reportJournal of neuroengineering and rehabilitation2025
REAsmash-ET: a methodological framework for combined cognitive and motor assessment through eye-tracking and kinematic metrics in immersive VR search-and-reach task.
Trial report in Journal of neuroengineering and rehabilitation, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04694833 (Self-assessment and Telerehabilitation Using Virtual Reality Devices and Serious Games to Improve Motor and Cognitive Impairments in Stroke Patients), which is not on this map. Cited by 1 paper.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Self-assessment and Telerehabilitation Using Virtual Reality Devices and Serious Games to Improve Motor and Cognitive Impairments in Stroke Patients
Who cites it
1 citing paper in PubMed.
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual Reality (VR) Serious Games (SGs) can provide a functionally relevant framework to capture cognitive and motor dynamics. Their interactive and engaging nature improves compliance, measurement reliability and allows for more frequent evaluations. Additionally, VR SGs enable the parallel collection of multiple types of data within a single session. We present REAsmash-ET, an immersive VR adaptation of the REAsmash SG, grounded in Feature Integration Theory (FIT) and integrating eye-tracking (ET) and upper limb kinematic (UL) analyses. REAsmash-ET introduces a novel methodological framework for the simultaneous assessment of attentional and motor functions in VR.
methodsREAsmash is an interactive search-and-reach task designed to elicit structured visual exploration and UL motor responses under varying target-distractor saliency conditions. Custom algorithms extract metrics on visual search strategies and UL motor efficiency. Three age groups of adult healthy participants (n = 15 each) were included to test the feasibility and methodological consistency of the task and its metrics. Relative Response Time (RRT) and ET metrics were analyzed using ANOVA with factors: age group (20-39, 40-59, 60-80 years), target-distractor saliency (high vs. low), and number of distractors (11, 17, 23). Kinematic metrics were analyzed by age group and response hand (dominant vs. non-dominant).
resultsREAsmash-ET differentiated visuomotor performance across task conditions. RRT and ET metrics showed significant effects of saliency, number of distractors, and their interaction, consistent with FIT. Age-related differences emerged in both RRT and visual search efficiency. Kinematic analyses revealed slower and less efficient movements in older participants, with effects of hand dominance.. The results support the robustness and feasibility of REAsmash-ET as a methodological framework.
conclusionsThe results support the robustness and internal consistency of REAsmash-ET as a methodological framework for the integrated assessment of visual attention and UL motor control in immersive VR. The task's ability to capture visuomotor variability and its multidimensional approach highlight its potential for future research and clinical applications in both healthy and clinical populations. REGISTRY NUMBER: This study was registered at ClinicalTrials.gov (NCT04694833).
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