Feasibility of Virtual Reality Games Using Head-mounted Display on Patients With Brain Disorders

NCT ID: NCT03196739

Last Updated: 2018-06-08

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

12 participants

Study Classification

INTERVENTIONAL

Study Start Date

2017-06-20

Study Completion Date

2018-06-06

Brief Summary

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Because virtual reality can provide more enriched environment, repetitive goal-oriented tasks, and increased patients' interest and motivation, it is expected to stimulate neuroplasticity of injured brain and promote recovery in patients with brain disorders. On the other hand, immersive virtual reality using a head-mounted display has not yet been attempted in the rehabilitation of patients with brain disorders. In addition to the benefits of existing virtual reality or game rehabilitation, immersive virtual reality can further enhance brain plasticity, such as the effect of mirror therapy or action observation, through self-awareness of the body in the virtual space. The purpose of this study is to investigate the feasibility of applying the immersive virtual reality using a head-mounted display in patients with upper extremity dysfunction due to brain disorders.

Detailed Description

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Conditions

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Upper Extremity Dysfunction Brain Diseases

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

DEVICE_FEASIBILITY

Blinding Strategy

NONE

Study Groups

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Virtual rehabilitation

Upper limb rehabilitation using virtual reality with a head-mounted display (HTC Vive; HTC Co., New Taipei City, Taiwan)

Group Type EXPERIMENTAL

Virtual rehabilitation

Intervention Type DEVICE

A total of 10 sessions were held for 30 minutes, 2 to 3 times a week for upper limb rehabilitation using immersive virtual reality under the assistance of an occupational therapist.

Interventions

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Virtual rehabilitation

A total of 10 sessions were held for 30 minutes, 2 to 3 times a week for upper limb rehabilitation using immersive virtual reality under the assistance of an occupational therapist.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* Patients with upper extremity dysfunction due to brain disorders (eg, stroke, traumatic brain injury, brain tumor, etc.)
* Patient who can move the upper limb against the gravity (MRC grade 3 or above in both shoulder and elbow flexion)
* Patient who can maintain stable sitting position
* Adults over 18 years old
* Patients who voluntarily agreed to participate in the study

Exclusion Criteria

* A moderate-to-severe cognitive impairment score of 18 or less in Mini-Mental Status Examination (MMSE)
* Peripheral nerve injury, joint disease, other diseases of the upper extremity dysfunctions other than brain disorders
* Patients with a history of severe dizziness or epilepsy
* Patients with other medical illness that are difficult to participate in the study
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Seoul National University Hospital

OTHER

Sponsor Role lead

Responsible Party

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Han Gil Seo

Clinical Assistant Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Korea Workers' Compensation & Welfare Service Incheon Hospital

Incheon, , South Korea

Site Status

Seoul National University Hospital

Seoul, , South Korea

Site Status

Countries

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South Korea

Other Identifiers

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VRfeasibility1.2

Identifier Type: -

Identifier Source: org_study_id

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