Rehabilitation Gaming System for Cerebral Palsy

NCT ID: NCT02938754

Last Updated: 2018-11-05

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

14 participants

Study Classification

INTERVENTIONAL

Study Start Date

2016-11-30

Study Completion Date

2018-05-31

Brief Summary

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In this study the investigators evaluate the effectivity of Virtual Reality-based rehabilitation protocols for preventing motor deterioration in patients with cerebral palsy.

Detailed Description

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Conditions

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Cerebral Palsy Movement Disorder

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Investigators

Study Groups

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VR-based motor training

Subjects will perform 3 different training protocols in Virtual Reality that imply performing tasks of vertical and planar reaching and hitting spheres, or hockey pucks, spaced at different time, speed and color.

Group Type EXPERIMENTAL

VR-based motor training

Intervention Type BEHAVIORAL

Subjects will perform 3 different training protocols in Virtual Reality that imply performing tasks of vertical and planar reaching and hitting spheres, or hockey pucks, spaced at different time, speed and color.

Conventional Therapy

Subjects will perform conventional rehabilitation tasks for the upper-extremities that imply vertical and planar reaching movements.

Group Type ACTIVE_COMPARATOR

Conventional Therapy

Intervention Type BEHAVIORAL

Subjects will perform conventional rehabilitation tasks for the upper-extremities that imply vertical and planar reaching movements.

Interventions

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VR-based motor training

Subjects will perform 3 different training protocols in Virtual Reality that imply performing tasks of vertical and planar reaching and hitting spheres, or hockey pucks, spaced at different time, speed and color.

Intervention Type BEHAVIORAL

Conventional Therapy

Subjects will perform conventional rehabilitation tasks for the upper-extremities that imply vertical and planar reaching movements.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Children and Adult patients between 12- 50 years old diagnosed with CP according to Gross Motor Function Classification System (GMFCS). Level of disability between I and IV.
* Ashworth modified clinical scale \< 3 (Ashworth, 1964, Bohannon Bohannon and Smith, 1987).

Exclusion Criteria

* Severe visual impairment.
* Severe cognitive impairment such as mental retardation which impedes the understanding of the task.
Minimum Eligible Age

12 Years

Maximum Eligible Age

50 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Universitat Pompeu Fabra

OTHER

Sponsor Role lead

Responsible Party

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Paul Verschure

PhD

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Paul FMJ Verschure, PhD

Role: PRINCIPAL_INVESTIGATOR

Center of Autonomous Systems and Neurorobotics

Locations

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Universitat Pompeu Fabra

Barcelona, , Spain

Site Status

Countries

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Spain

References

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Cameirao MS, Badia SB, Duarte E, Frisoli A, Verschure PF. The combined impact of virtual reality neurorehabilitation and its interfaces on upper extremity functional recovery in patients with chronic stroke. Stroke. 2012 Oct;43(10):2720-8. doi: 10.1161/STROKEAHA.112.653196. Epub 2012 Aug 7.

Reference Type BACKGROUND
PMID: 22871683 (View on PubMed)

Wittenberg GF. Neural plasticity and treatment across the lifespan for motor deficits in cerebral palsy. Dev Med Child Neurol. 2009 Oct;51 Suppl 4:130-3. doi: 10.1111/j.1469-8749.2009.03425.x.

Reference Type BACKGROUND
PMID: 19740220 (View on PubMed)

Other Identifiers

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VR for Cerebral Palsy

Identifier Type: -

Identifier Source: org_study_id

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