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Active, not recruitingNCT07905768Updated Oct 29, 2026

Impact of Force Feedback in VR Training on EEG Biomarkers and Real-World Motor Performance

An interventional study of Active Comparator: Physical Training and Experimental: Virtual Reality with Force Feedback in Motor Skills and Healthy Volunteer, sponsored by University of Ontario Institute of Technology. Active, not recruiting at 1 site in Canada. Open to participants aged 18 Years to 35 Years. Per ClinicalTrials.gov, last updated 2026-10-29.

Sponsored by University of Ontario Institute of Technology · Not applicable, Interventional, and Other

Updated Oct 29, 2026Newly registeredGo to Updates ↓
Phase
Not applicable
Study type
Interventional
Enrollment
45
Allocation
Randomized
Ages
18 Years to 35 Years
Sex
All
01

Study summary

The goal of this interventional study is to learn how force feedback in virtual reality training affects electroencephalography (EEG) biomarkers and/or real-world motor performance. The main question it aims to answer is:

● How does physical training compared to virtual reality training with force feedback compared with virtual reality training without force feedback affect EEG biomarkers and/or motor performance?

Participants will:

  • Have baseline EEG measurements taken before, during, and after participation in either a physical or virtual training activity.
  • Participate in the selected training activity they have been randomly assigned to (either physical, virtual with force feedback or virtual without force feedback)
  • For both VR training groups, they will have their motor performance measured performing the real world physical activity once they have completed the training activity. This will function as a transfer task.
Read the detailed description

Background: Virtual reality (VR) is an immersive technology that allows users to experience and interact with digital environments. It is becoming increasingly popular in professional fields like medical training, sports, and rehabilitation (Rizzo \& Koenig, 2017). However, VR systems don't always provide the same physical feedback as the real world, which can impact how users learn and perform physical tasks. This is particularly relevant when it comes to force feedback, which involves using technology to simulate the resistance, pressure, and movement that your body feels when interacting with objects. For example, when picking up a water bottle, sensors in your hand allow your brain to understand the shape, size, weight, and location of the water bottle. In VR, this feedback is usually not provided, so participants may not feel the texture or resistance of objects the way that they would in the real world (Kilteni et al., 2012). These mismatches can impact the effectiveness of motor training in VR, making it harder for users to transfer skills learned in VR to real-world settings. This research aims to explore how force feedback differs in VR compared to the real world, and how these differences affect motor learning.

Purpose: First, we seek to understand how the differences in force feedback between VR and the real world impact motor learning. VR has been used in rehabilitation and motor training with some success, but the differences in sensory feedback have not been fully explored. For example, previous studies have shown that force feedback can improve motor learning in virtual environments, but force feedback is often lacking in current VR systems (Sigrist et al., 2013). Furthermore, research suggests that force feedback and visual accuracy can also play crucial roles in how well users learn and transfer skills (Riener \& Harders, 2012). This study will build on these findings to determine if and how the addition or lack of force feedback in VR affects motor learning.

Methodology: Upon providing informed consent, participants undergo demographic screening and pre-screening questionnaires to rule out confounding neck or upper limb pain. Participants are then randomly assigned to one of three parallel training arms:

  1. Physical Training: Skills training using a real-world physical simulator and real forceps with activated internal mechanism that gives physical feedback.
  2. VR with Force Feedback: Skills training using VR simulator and real forceps, with activated internal mechanism that gives physical feedback.
  3. VR without Force Feedback: Skills training using VR simulator and real forceps, with limp internal mechanism that does not provide feedback.

Experiment Timeline:

  • Preparation: Participants are fitted with a 64-electrode EEG cap and prepared with conductive gel.
  • Pre-Intervention Baseline: A 5-minute resting-state EEG recording is completed.
  • Intervention Phase: Participants complete several training blocks until a performance plateau is reached) according to their assigned arm. Using the simulator requires participants to extract a round object from a narrow tunnel attached to a cave shape via a mechanical arm using forceps. Prior to skill the motor acquisition trials, participants will "see" an image of the round object in the cave, using a Meta Quest Pro VR headset for those in the VR arms of the project.
  • EEG will be collected in response to various activities that relate to forceps use (e.g. attaching the object, following a trajectory to extract the object, etc.)
  • Post-Intervention Testing: Immediately following training, a second 5-minute resting-state EEG is recorded.
02

Conditions studied

  • Motor Skills
  • Healthy Volunteer

Keywords

  • Virtual Reality
  • Feedback, Psychological
  • Motor learning
  • Haptic technology
  • Electroencephalography
  • Task Performance and Analysis
03

In context

Lead sponsor

University of Ontario Institute of Technology is the lead sponsor of 9 studies on the registry; 2 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 35 Years
Sexes eligible
All
Accepts healthy volunteers
No

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • University-aged participants 18-35 years old that are right-handed.

Exclusion criteria

Exclusion Criteria:

  • any known medical conditions or medication use that could influence the EEG measurements or performance in VR, including being prone to motion sickness.
05

Study design

Phase
Not applicable
Primary purpose
Other
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Outcomes assessor)
Enrollment
45 participants (estimated)

Study arms

  • Active comparator
    Physical training

    Participants use the physical simulator complete with an internal mechanism that is activated with resistance and coded with accurate trajectory.

    Other: Active Comparator: Physical Training

  • Experimental
    Virtual training with force feedback

    Participants use the virtual reality simulator along with a mechanism that is activated with resistance and coded with accurate trajectory.

    Other: Experimental: Virtual Reality with Force Feedback

  • Sham comparator
    Virtual Reality without Force Feedback

    Participants use the virtual reality simulator along with a mechanism that is limp and does not provide resistance.

    Other: Sham Comparator: Virtual Reality without Force Feedback

Interventions

  • OtherActive Comparator: Physical Training

    The participant will extract a physical round object from a real world physical cave model through a tunnel using physical forceps and will be guided by resistance from an attached mechanism.

  • OtherExperimental: Virtual Reality with Force Feedback

    The participant will extract the round object from the cave in virtual reality using physical forceps and will be guided by resistance from the simulator.

  • OtherSham Comparator: Virtual Reality without Force Feedback

    The participant will extract a physical round object from the cave using physical forceps but will not receive any resistance from the simulator.

06

What researchers measure

Primary outcomes

  1. Resting State Electroencephalography

    Participants will wear a 64-electrode whole-head electroencephalography (EEG) cap to measure their brain signals. Once the EEG cap has been prepared using conductive gel, a resting state EEG recording will be performed. Participants will be asked to remain sitting still and relaxed in a chair. While sitting they will be asked to stare at a cross symbol displayed on a white screen on a monitor in front of them. While doing this, their brain signals will be recorded through the EEG.

    Time frame: 2 blocks of 5 minutes each before and after the training, 10 minutes total

  2. Trajectory Measurement

    The trajectory that the participants used to extract the round object from the cave will be measured using the simulator internal mechanism and compared to the expert trajectory that is coded within the simulator.

    Time frame: The data will be collected over 30 to 60 minutes/

Secondary outcomes

  1. EEG biomarkers related to proprioception and error

    Event-related EEG potentials and error related negativity will be collected in relation to specific physical stages of the forceps use.

    Time frame: Over the 30 to 60 minutes of skill acquisition.

07

Study locations

1 site
  • Human Neurophysiology lab, Ontario Tech University
    Oshawa, Ontario L1G0C5, Canada
08

References and documents

Publications

  • Riener, R., & Harders, M. (2012). Virtual Reality in Medicine. Springer. https://doi.org/10.1007/978-1-4471-4011-5
  • Sigrist R, Rauter G, Riener R, Wolf P. Augmented visual, auditory, haptic, and multimodal feedback in motor learning: a review. Psychon Bull Rev. 2013 Feb;20(1):21-53. doi: 10.3758/s13423-012-0333-8. PubMed 23132605 ↗
  • Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387. https://doi.org/10.1162/PRES_a_00124
  • Rizzo AS, Koenig ST. Is clinical virtual reality ready for primetime? Neuropsychology. 2017 Nov;31(8):877-899. doi: 10.1037/neu0000405. PubMed 29376669 ↗

Individual participant data

Plan to share: Undecided — TCPS2 in Canada is currently requiring a new layer of participant permission prior to sharing even de-identified data, so there is no guarantee that participants will consent to this.

09

Timeline

1 registry update since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reached

Started Oct 2026 (actual). Primary completion is estimated for Jul 2027, 9 months after the start.

How these figures are worked out, and which studies are left out of them.

Registered
Oct 23, 2026
First posted
Oct 29, 2026
StartActual
Oct 21, 2026
Primary completionEst.
Jul 31, 2027
CompletionEst.
Aug 31, 2027
Last update
Oct 29, 2026
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
Registered
First appeared on the registry. No changes since
Oct 29, 2026
Show all 1 update
  1. Oct 29, 2026
    First appeared on the registry

From the registry record's own update history. This site started tracking changes on Sep 25, 2026; for anything earlier, see the record history on ClinicalTrials.gov ↗

10

Registry details

Key details

Study ID
NCT07905768
Lead sponsor
University of Ontario Institute of Technology
Responsible party
Sponsor
First posted
Oct 29, 2026
Start date
Oct 21, 2026
Primary completion
Jul 31, 2027 (estimated)
Completion
Aug 31, 2027 (estimated)
Last update
Oct 29, 2026

Study contacts

Bernadette Murphy, PhD
principal investigator · Ontario Tech University

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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This study is active, not recruiting, as verified in Oct 2026. You cannot join it, but the record below documents what was studied.

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