Trial Outcomes & Findings for Immersive Virtual Reality in Stroke Pilot Study (NCT NCT04429945)
NCT ID: NCT04429945
Last Updated: 2024-02-28
Results Overview
The Action Research Arm Test includes 19 clinician-administered tests across 4 sub-domains: Grasp, Grip, Pinch, Gross Movement. Each test is scored on a 0 (no movement possible) to 3 (movement performed normally) scale. Within each domain a score of 3 on the first and hardest test, the remaining tests are also scored as 3. A score of 0 on the second, easiest test, remaining tests are scored as 0. Tests are summed within each domain: Grasp (range = 0-18), Grip (range = 0-12); Pinch (range = 0-18); Gross Movement (range = 0-9). A total score was then calculated by summing the scores from each sub-domains (range= 0-57) with higher scores indicating better hand dexterity.
COMPLETED
NA
10 participants
4 weeks
2024-02-28
Participant Flow
Veterans diagnosed with an acute ischemic or hemorrhagic stroke who were admitted to James A. Haley VA Hospital inpatient rehabilitation were recruited from 6/17/21 thru 9/7/22. Potential subjects were identified by the Physical Medicine \& Rehabilitation Physician, PI Tran, or the study coordinator in Dr. Tran's absence. The PI and/or study coordinator used a HIPAA Waiver and a Waiver of Informed Consent to review inclusion/exclusion criteria with the medical records to determine eligibility.
No participants were excluded from study participation. This was due to inclusion/exclusion criteria alignment with admission criteria for the inpatient stroke rehabilitation program. The post-treatment measurement period was reduced from week 4 to week 3 secondary to COVID-19 hospital policies which prioritized shorter inpatient stays when feasible. Specifically, the hospital triage approach prioritized inpatient beds for COVID-19 patients
Participant milestones
| Measure |
Single Arm Within-participants Pre-post
The VR intervention uses off the shelf technology: Oculus Quest Head Mounted Display and commercially available APPs specifically developed or adapted for Oculus Quest. APP selection for individual patients will be guided by motor difficulty of the APPs. As tolerated, patients will advance to more difficult APPs which require hand and finger movement, with the high-level APPs requiring controlled movement. Participants will be measures at inpatient stroke rehabilitation program entry (baseline) and and again upon program discharge (post).
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|---|---|
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Overall Study
STARTED
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10
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Overall Study
COMPLETED
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10
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|
Overall Study
NOT COMPLETED
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0
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Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Immersive Virtual Reality in Stroke Pilot Study
Baseline characteristics by cohort
| Measure |
Single Arm Within-participants Pre-post
n=10 Participants
The VR intervention uses off the shelf technology: Oculus Quest Head Mounted Display and commercially available APPs specifically developed or adapted for Oculus Quest. APP selection for individual patients will be guided by motor difficulty of the APPs. As tolerated, patients will advance to more difficult APPs which require hand and finger movement, with the high-level APPs requiring controlled movement. Participants will be measures at inpatient stroke rehabilitation program entry (baseline) and and again upon program discharge (post).
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Age, Continuous
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67 Years
STANDARD_DEVIATION 6.83 • n=5 Participants
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Sex: Female, Male
Female
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2 Participants
n=5 Participants
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Sex: Female, Male
Male
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8 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
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0 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
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10 Participants
n=5 Participants
|
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Ethnicity (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
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Race (NIH/OMB)
American Indian or Alaska Native
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0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
1 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Black or African American
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3 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
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6 Participants
n=5 Participants
|
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Race (NIH/OMB)
More than one race
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0 Participants
n=5 Participants
|
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Race (NIH/OMB)
Unknown or Not Reported
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0 Participants
n=5 Participants
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Region of Enrollment
United States
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10 Participants
n=5 Participants
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Fugl-Meyer Assessment of Motor Recovery after Stroke-Upper Extremity
Joint Pain
|
21.40 Units on a Scale
STANDARD_DEVIATION 3.53 • n=5 Participants
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Fugl-Meyer Assessment of Motor Recovery after Stroke-Upper Extremity
Motor Function
|
45.70 Units on a Scale
STANDARD_DEVIATION 20.95 • n=5 Participants
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Fugl-Meyer Assessment of Motor Recovery after Stroke-Upper Extremity
Passive Joint ROM
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22.80 Units on a Scale
STANDARD_DEVIATION 2.70 • n=5 Participants
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Fugl-Meyer Assessment of Motor Recovery after Stroke-Upper Extremity
Sensation
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11.20 Units on a Scale
STANDARD_DEVIATION 1.69 • n=5 Participants
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Action Research Arm Test
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29.60 Units on a Scale
STANDARD_DEVIATION 22.68 • n=5 Participants
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Pain Outcomes Questionnaire for Veterans - Pain Numeric Rating Scale
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1.40 units on a scale
STANDARD_DEVIATION 2.67 • n=5 Participants
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PRIMARY outcome
Timeframe: 4 weeksPopulation: The target population was Veterans receiving care for a stroke in a Comprehensive Interdisciplinary Inpatient Rehabilitation Program.
The Action Research Arm Test includes 19 clinician-administered tests across 4 sub-domains: Grasp, Grip, Pinch, Gross Movement. Each test is scored on a 0 (no movement possible) to 3 (movement performed normally) scale. Within each domain a score of 3 on the first and hardest test, the remaining tests are also scored as 3. A score of 0 on the second, easiest test, remaining tests are scored as 0. Tests are summed within each domain: Grasp (range = 0-18), Grip (range = 0-12); Pinch (range = 0-18); Gross Movement (range = 0-9). A total score was then calculated by summing the scores from each sub-domains (range= 0-57) with higher scores indicating better hand dexterity.
Outcome measures
| Measure |
Single Arm Within-participants Pre-post
n=10 Participants
The VR intervention uses off the shelf technology: Oculus Quest Head Mounted Display and commercially available APPs specifically developed or adapted for Oculus Quest. APP selection for individual patients will be guided by motor difficulty of the APPs. As tolerated, patients will advance to more difficult APPs which require hand and finger movement, with the high-level APPs requiring controlled movement. Participants will be measures at inpatient stroke rehabilitation program entry (baseline) and and again upon program discharge (post).
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|---|---|
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Action Research Arm Test
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38.80 Units on a Scale
Standard Deviation 22.03
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PRIMARY outcome
Timeframe: 4 weeksPopulation: The target population was Veterans receiving care for a stroke in a Comprehensive Interdisciplinary Inpatient Rehabilitation Program.
The Fugl-Meyer Assessment of Motor Recovery after Stroke-Upper Extremity is a measure of upper extremity stroke recovery, specifically functional impairment. It consists of 63 functional rests across 4 sub-domains: Joint Pain, Motor Function, Passive Joint Range of Motion, and Sensation. Each functional test is rated on a 0 to 2 scale with higher scores indicating greater functioning. Test scores were then summed within each sub-domain: Joint Pain (range = 0-24), Motor Function (range = 0-66); Passive Joint Range of Motion (range = 0-24); Sensation (range = 0-12). Within each sub-domain, higher scores indicate greater improvement in upper extremity function.
Outcome measures
| Measure |
Single Arm Within-participants Pre-post
n=10 Participants
The VR intervention uses off the shelf technology: Oculus Quest Head Mounted Display and commercially available APPs specifically developed or adapted for Oculus Quest. APP selection for individual patients will be guided by motor difficulty of the APPs. As tolerated, patients will advance to more difficult APPs which require hand and finger movement, with the high-level APPs requiring controlled movement. Participants will be measures at inpatient stroke rehabilitation program entry (baseline) and and again upon program discharge (post).
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|---|---|
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Fugl-Meyer Assessment Upper Extremity
Joint Pain
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21.60 Units on a Scale
Standard Deviation 3.63
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Fugl-Meyer Assessment Upper Extremity
Motor Function
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51.90 Units on a Scale
Standard Deviation 18.64
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Fugl-Meyer Assessment Upper Extremity
Passive Joint ROM
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23.20 Units on a Scale
Standard Deviation 1.69
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Fugl-Meyer Assessment Upper Extremity
Sensation
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11.60 Units on a Scale
Standard Deviation 0.84
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SECONDARY outcome
Timeframe: 4 weeksPopulation: The target population was Veterans receiving care for a stroke in a Comprehensive Interdisciplinary Inpatient Rehabilitation Program.
The 0 (no pain at all) to 10 (worst pain possible) pain numeric rating scale from the Pain Outcomes Questionnaire-VA was used to measure post-stroke pain intensity.
Outcome measures
| Measure |
Single Arm Within-participants Pre-post
n=10 Participants
The VR intervention uses off the shelf technology: Oculus Quest Head Mounted Display and commercially available APPs specifically developed or adapted for Oculus Quest. APP selection for individual patients will be guided by motor difficulty of the APPs. As tolerated, patients will advance to more difficult APPs which require hand and finger movement, with the high-level APPs requiring controlled movement. Participants will be measures at inpatient stroke rehabilitation program entry (baseline) and and again upon program discharge (post).
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|---|---|
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Pain Outcomes Questionnaire-VA
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0.90 units on a scale
Standard Deviation 2.23
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Adverse Events
Single Arm Within-participants Pre-post
Serious adverse events
Adverse event data not reported
Other adverse events
| Measure |
Single Arm Within-participants Pre-post
n=10 participants at risk
The VR intervention uses off the shelf technology: Oculus Quest Head Mounted Display and commercially available APPs specifically developed or adapted for Oculus Quest. APP selection for individual patients will be guided by motor difficulty of the APPs. As tolerated, patients will advance to more difficult APPs which require hand and finger movement, with the high-level APPs requiring controlled movement. Participants will be measured at inpatient stroke rehabilitation program entry (baseline) and and again upon program discharge (post).
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Ear and labyrinth disorders
Cybersickness
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10.0%
1/10 • Number of events 2 • Adverse events data was collected across the entire study, up to 15 months.
The therapeutic risks to subjects include the potential for "cybersickness" (e.g. vertigo, nausea), emotional adverse effects (e.g. fear, anxiety) and discomfort or inconvenience related to the VR equipment (e.g. ill-fitting headset, facial pain). VR, in general, is well tolerated and risks to subjects are expected to be small and, if present, mild in severity. The advantage of implementing this intervention in an inpatient environment is that adverse events can be immediately addressed.
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Product Issues
Headset discomfort.
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10.0%
1/10 • Number of events 4 • Adverse events data was collected across the entire study, up to 15 months.
The therapeutic risks to subjects include the potential for "cybersickness" (e.g. vertigo, nausea), emotional adverse effects (e.g. fear, anxiety) and discomfort or inconvenience related to the VR equipment (e.g. ill-fitting headset, facial pain). VR, in general, is well tolerated and risks to subjects are expected to be small and, if present, mild in severity. The advantage of implementing this intervention in an inpatient environment is that adverse events can be immediately addressed.
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Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place