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Effect of Virtual Reality Game on Upper Limb Movement in Individuals With Stroke (VRULS)

V

Vimonwan Hiengkaew

Status

Unknown

Conditions

Stroke
Movement, Abnormal

Treatments

Other: Healthy
Other: Virtual reality without feedback
Other: Virtual reality with feedback

Study type

Interventional

Funder types

Other

Identifiers

NCT03277950
2016/097.0906

Details and patient eligibility

About

Individuals with stroke show abnormal movement pattern of upper limb. The movement pattern needs to be corrected. There are several methods to train normal movement. Exercise with technology is an active movement and affects sensory and cognitive systems. It may benefit to individuals with stroke in training.

Full description

Individuals with stroke sign informed consent. They are trained with virtual reality game with and without feedback from a researcher. Age-matched healthy play the same game as individuals with stroke do. Both individuals with stroke and healthy are measured upper limb movement pattern.

Enrollment

21 estimated patients

Sex

All

Ages

45 to 65 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

Individuals with stroke

  1. 45 - 65 years old
  2. First ischemic or hemorrhagic stroke
  3. Right hemiparesis
  4. Right dominant handedness
  5. Within 6 months after stroke
  6. Discharge from hospital and stay at home
  7. Normal dynamic sitting balance
  8. At least 120 degrees of shoulder flexion and 45 degrees of shoulder extension by passive range of motion
  9. Active movement at least stage 3 by Chedoke-McMaster Stroke Assessment
  10. Muscle tone graded 1-2 by Modified Ashworth Scale in 2 of 3 muscle groups including shoulder adductor, internal rotator or/and elbow flexor groups
  11. No cognitive impairment

Healthy individuals

  1. Have same gender and age within range of ±5 years of individuals with stroke
  2. Right handedness
  3. Active range of motion of shoulder flexion and extension at least 120°and 45° respectively
  4. No cognitive impairment

Exclusion criteria

Individual with stroke and healthy

  1. Have cyber-sickness
  2. Obesity
  3. Ataxic movement
  4. Loss visual field or visual neglect
  5. Loss exteroceptive sensation
  6. Impaired or loss proprioceptive sensation
  7. Receive the occupation therapy on upper extremity
  8. Muscle contracture at the scapula, shoulder and elbow
  9. Pain at the scapula, shoulder and elbow
  10. History of fracture or surgery at head, shoulder, scapula, and elbow
  11. Shoulder subluxation
  12. Other neurological disorders
  13. Uncontrolled hypertension
  14. Myocardial infarction
  15. Seizure or epilepsy
  16. Pacemaker or hemodialysis vascular access

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

21 participants in 3 patient groups

virtual reality with feedback
Experimental group
Description:
Participants received training via virtual reality game with feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks.
Treatment:
Other: Virtual reality with feedback
virtual reality without feedback
Active Comparator group
Description:
Participants received training via virtual reality game without feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks.
Treatment:
Other: Virtual reality without feedback
Healthy
Other group
Description:
Participants do not play virtual reality game.
Treatment:
Other: Healthy

Trial contacts and locations

0

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Central trial contact

Vimonwan Hiengkaew, PhD

Data sourced from clinicaltrials.gov

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