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Patient-Specific 3D Action Observation Training in Parkinson's Disease

A

Abant Izzet Baysal University

Status

Not yet enrolling

Conditions

Parkinson Disease
Action Obervation Training
Immersive Virtual Reality
Virtual Reality
3d Recording

Treatments

Other: Patient-Specific VR Action Observation Training
Other: Healthy-Model VR Action Observation Training

Study type

Interventional

Funder types

Other

Identifiers

NCT07250672
AIBU-FTR-BENLI-009

Details and patient eligibility

About

Although studies exist demonstrating the effects of single-session action observation training on bradykinesia in patients with Parkinson's disease, research investigating the long-term application of such training remains limited. Furthermore, the broader literature indicates that action observation training has typically been conducted in simulated environments or by using recordings obtained from healthy individuals. The aim of the present study is to examine the effects of action observation training, delivered in a fully immersive virtual reality environment using each patient's own 3D motion recordings, on bradykinesia and other disease-related parameters.

Full description

Action observation training has been applied across diverse populations to improve performance and treat pathological conditions. Considering that bradykinesia tends to manifest more prominently in rhythmic movements, studies in healthy individuals have shown that merely observing rhythmic actions can influence spontaneous finger movement speed and lead to changes in motor performance, thereby paving the way for the use of action observation in addressing bradykinesia. In a study investigating the effects of action observation in patients with Parkinson's disease, observing fast rhythmic finger movements was reported to increase spontaneous finger movement speed, and compared with acoustic training, the effect of action observation persisted longer over time. Research on imagery through action observation further indicates that immersive virtual reality headsets, compared to monitor screens, facilitate the development of more distinct spatial rhythmic patterns in the brain. This evidence supports the use of fully immersive VR headsets instead of non-immersive monitor-based systems in action observation training.

Enrollment

24 estimated patients

Sex

All

Ages

50 to 85 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Voluntary agreement to participate in the study
  • Clinical diagnosis of Parkinson's disease confirmed by a neurologist
  • Ongoing treatment with antiparkinsonian medication
  • Hoehn and Yahr (H-Y) stage ≤ 3
  • Ability to walk independently

Exclusion criteria

  • Presence of additional neurological disorders other than Parkinson's disease
  • Change in medication dosage within the past month
  • Score of ≥ 10 on the Simulator Sickness Questionnaire
  • Presence of amblyopia, strabismus, or pathologies impairing focus, depth perception, or normal 3D vision
  • Failure on the butterfly test of the Titmus stereotest (greater than 3,552 seconds of arc)

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

24 participants in 2 patient groups

Patient-Specific VR Group
Experimental group
Description:
Participants will undergo action observation training delivered in immersive virtual reality using their own 3D motion recordings.
Treatment:
Other: Patient-Specific VR Action Observation Training
Healthy-Model VR Group
Active Comparator group
Description:
Participants will undergo action observation training delivered in immersive virtual reality using 3D recordings obtained from healthy individuals performing the same actions.
Treatment:
Other: Healthy-Model VR Action Observation Training

Trial contacts and locations

1

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Central trial contact

Enes T Benli, Ph.D

Data sourced from clinicaltrials.gov

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