Trial Outcomes & Findings for Individualized Vestibular Rehabilitation for Elderly With Self-Management and Gaming Elements (NCT NCT05436067)
NCT ID: NCT05436067
Last Updated: 2025-04-24
Results Overview
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate peak head angles. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
COMPLETED
NA
40 participants
During the testing with the app (up to 45 minutes)
2025-04-24
Participant Flow
A total of 40 participants were recruited and participated in this study.
Participant milestones
| Measure |
Older Adults With Dizziness
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App. The order was randomized.
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|---|---|
|
Overall Study
STARTED
|
40
|
|
Overall Study
COMPLETED
|
40
|
|
Overall Study
NOT COMPLETED
|
0
|
Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Individualized Vestibular Rehabilitation for Elderly With Self-Management and Gaming Elements
Baseline characteristics by cohort
| Measure |
Overall Study Population
n=40 Participants
All participants underwent the same experiment. They will performed exercises with the Vestibular Rehabilitation App as well as without the App. The order was randomized.
In the rest of the reporting the overall study population is presented in two different arms, "Trials with Vestibular Rehabilitation App" and "Trials without Vestibular Rehabilitation App". These are the same participants and all participated in both arms.
|
|---|---|
|
Age, Categorical
<=18 years
|
0 Participants
n=5 Participants
|
|
Age, Categorical
Between 18 and 65 years
|
12 Participants
n=5 Participants
|
|
Age, Categorical
>=65 years
|
28 Participants
n=5 Participants
|
|
Age, Continuous
|
67.65 years
STANDARD_DEVIATION 4.76 • n=5 Participants
|
|
Sex: Female, Male
Female
|
20 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
20 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
|
2 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
37 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Unknown or Not Reported
|
1 Participants
n=5 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
2 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
0 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
|
2 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
35 Participants
n=5 Participants
|
|
Race (NIH/OMB)
More than one race
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
1 Participants
n=5 Participants
|
|
Region of Enrollment
United States
|
40 participants
n=5 Participants
|
PRIMARY outcome
Timeframe: Immediately after the testingThe ease of use of information technology questionnaire is used to rate usefulness and perceived ease of use of the Vestibular Rehabilitation app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
Perceived Usefulness
|
1.99 units on a scale
Standard Deviation 1.00
|
—
|
PRIMARY outcome
Timeframe: Immediately after the testingThe questionnaire for user interface satisfaction (QUIS) is used to rate the Vestibular Rehabilitation app on use of its software and screen. These are rated on a scale of 0-9, with 9 being the most positive response and 0 being the most negative response.
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
User Interface Satisfaction Questionnaire Outcomes
|
7.59 units on a scale
Standard Deviation 1.70
|
—
|
PRIMARY outcome
Timeframe: Immediately after the testingA questionnaire on use intention, motivation, and enjoyment is used to rate the Vestibular Rehabilitation app on the use intention, motivation and enjoyment of the app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
Use Intention, Motivation and Enjoyment
|
1.90 units on a scale
Standard Deviation 1.13
|
—
|
PRIMARY outcome
Timeframe: During the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate peak head angles. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App.
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
n=40 Participants
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
Change in Head Angle With the App
Peak yaw angle - flexion
|
13.6 degrees
Standard Deviation 6.0
|
16.0 degrees
Standard Deviation 13.2
|
|
Change in Head Angle With the App
Peak pitch angle - left
|
13.2 degrees
Standard Deviation 6.9
|
22.0 degrees
Standard Deviation 8.3
|
|
Change in Head Angle With the App
Peak pitch angle - right
|
13.8 degrees
Standard Deviation 7.8
|
21.4 degrees
Standard Deviation 8.2
|
|
Change in Head Angle With the App
Peak yaw angle - extension
|
14.7 degrees
Standard Deviation 5.7
|
16.5 degrees
Standard Deviation 10.8
|
PRIMARY outcome
Timeframe: During the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate head range of motion values. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
n=40 Participants
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
Change in Range of Motion With the App
Range of motion - yaw
|
14.1 degrees
Standard Deviation 5.3
|
16.6 degrees
Standard Deviation 7.0
|
|
Change in Range of Motion With the App
Range of motion - pitch
|
13.6 degrees
Standard Deviation 7.0
|
22.9 degrees
Standard Deviation 9.7
|
PRIMARY outcome
Timeframe: During the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate frequency of head motion. These were analyzed to identify differences for the conditions (arms) with and without the Vestibular Rehabilitation App
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
n=40 Participants
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
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|---|---|---|
|
Change in Head Motion Frequency With the App
Pitch frequency
|
0.93 Hz
Standard Deviation 0.1
|
0.93 Hz
Standard Deviation 0.27
|
|
Change in Head Motion Frequency With the App
Yaw frequency
|
0.93 Hz
Standard Deviation 0.13
|
0.85 Hz
Standard Deviation 0.27
|
PRIMARY outcome
Timeframe: During the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate range of motion in different directions during the weight shift balance exercise (in degrees). These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
n=40 Participants
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
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|---|---|---|
|
Change in Balance Outcome With the App - Weight Shift Exercise
Weight shift exercise - mediolateral range of motion
|
8.7 degrees
Standard Deviation 3.5
|
7.2 degrees
Standard Deviation 3.5
|
|
Change in Balance Outcome With the App - Weight Shift Exercise
Weight shift exercise - anterioposterior range of motion
|
4.5 degrees
Standard Deviation 1.6
|
3.7 degrees
Standard Deviation 1.7
|
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Change in Balance Outcome With the App - Weight Shift Exercise
Single leg balance - range of motion
|
8.8 degrees
Standard Deviation 4.8
|
11.0 degrees
Standard Deviation 6.8
|
PRIMARY outcome
Timeframe: During the testing with the app (up to 45 minutes)Population: No participants were analyzed because too few participants received feedback during the trials. For participants that did receive feedback the time window before and after the feedback varied widely, since feedback could be provided at any point in time during the trial. Due to these inconsistencies it was decided not to perform any statistically analyses on these data or to extract and analyze these data.
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate peak head angles. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: During the intervention with the app (up to 45 minutes)Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate range of motion values. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: During the intervention with the app (up to 45 minutes)Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate angular velocity values . Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: During the intervention with the app (up to 45 minutes)Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate balance measures (jerk). Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: During the intervention with the app (up to 45 minutes)Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
The exercise errors that are identified by the Vestibular Rehabilitation App and those identified by the physical therapist will be compared.
Outcome measures
Outcome data not reported
PRIMARY outcome
Timeframe: During the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate balance measure fluency (a non-dimensional derivative of jerk). This was analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
n=40 Participants
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
Change in Balance Outcome With the App - Single Leg Balance
|
0.28 degrees
Standard Deviation 0.07
|
0.30 degrees
Standard Deviation 0.07
|
SECONDARY outcome
Timeframe: Immediately after the interventionPopulation: The open ended questions referred to the use of the Vestibular Rehabilitation App and were therefore only filled out with regards to the arm "Trials with the Vestibular Rehabilitation App"
Participants will be asked for open ended feedback after the testing with and without the Vestibular Rehabilitation App. Discussions will be guided with questions. The questions were as follows: 1) Describe your overall experience as you used the app today?; 2) Explain the positive features of the app as you did your exercises?; 3) Describe the negative features of the app as you did your exercises today?; 4) What changes would you like to see in the app to support you as you do your exercises?; 5) Do you see any barriers to using the app while doing your exercises at home?
Outcome measures
| Measure |
Older Adults With Dizziness
n=40 Participants
Clinical trial only has one arm or participant group. All participants undergo the same experiment. They will perform exercises with the Vestibular Rehabilitation App as well as without the App. The order is randomized.
Vestibular rehabilitation app: Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
|
Trials Without the Vestibular Rehabilitation App
All participants underwent the same experiment. They performed exercises with the Vestibular Rehabilitation App as well as without the App and this occurred in the same lab visit. The order is randomized. these different trials with and without the app are presented as separate arms. This arms concerns the trials without the Vestibular Rehabilitation App.
|
|---|---|---|
|
Open Ended Feedback
Overall experience - seems geared toward more younger adults
|
5 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - not challenging
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - positive or fun
|
30 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - nothing, good as is
|
14 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - easy or easy to understand
|
11 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - engaging or interesting
|
6 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - motivating
|
9 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - difficult
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - not motivating
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - challenging (in a positive way)
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Overall experience - reduced anxiety
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - fun
|
5 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - sound effects
|
4 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - motivating
|
5 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - provides feedback
|
3 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - challenging
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - colorful
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - easy to use
|
4 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive features - helpful
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive feedback - seeing progress or accomplishments
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive feedback - liked scoring or rewards
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Positive feedback - liked the gaming element
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative features - none noted
|
19 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative features - feedback interrupted flow
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - redundant instructions
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - frustration with motion control
|
6 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - learning curve
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - transition from weight shifting to balance games was challenging
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - juvenile theme
|
5 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - longer setup than traditional therapy
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - may get boring after a while
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Negative feedback - colors may be hard with color blindness in some games
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - motion sensing improvement
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - larger screen or font
|
4 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - more rewards
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - phone version
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - wider variety of games
|
3 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - different theme
|
4 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - color blind accessibility
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - demo video / real human demonstration
|
2 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - personalization
|
3 Participants
|
0 Participants
|
|
Open Ended Feedback
Would like - multi-player version
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - none
|
16 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - may be hard for older population to get used to technology
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - Setup at home and safety
|
3 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - learning how to use the app
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - equipment (tablet and stand) and equipment setup
|
14 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - cell phone version would be needed
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - cost
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - needing family members to help with setup
|
1 Participants
|
0 Participants
|
|
Open Ended Feedback
Barriers - adherence to exercises
|
1 Participants
|
0 Participants
|
Adverse Events
Older Adults With Dizziness
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place