Intervention of Virtual Reality on Oculomotor Muscles and Balance
NCT ID: NCT05649566
Last Updated: 2022-12-14
Study Results
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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COMPLETED
NA
34 participants
INTERVENTIONAL
2022-01-01
2022-09-30
Brief Summary
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The introduction of new technologies in the field of medicine in all fields, and in particular the rehabilitation is fully in place and under development. There are numerous examples like these technologies, including virtual reality (VR), have helped different health fields such as surgery or physiotherapy.
The main aim of the study is to analyze these factors and analyze the way in which virtual reality (VR) can modulate the convergence of the gaze and can influence the center of pressure (COP). As secondary objectives es proposes to analyze the interrelationship between the VR and the COP to analyze the clinical possibilities of application in the field of rehabilitation, whether due to a downward (oculomotor) or upward alteration (COP alteration), as well as if physical activity or gender can also influence.
Detailed Description
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The oculomotor muscles are responsible for maintaining horizontal gaze; given the position bipedal, the brain seeks to maintain this premise to allow carrying out the usual activities in it position A good response of this musculature, specifically, the ability to accommodate the convergence of the look, will guarantee optimal function.
Conditions
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Keywords
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Study Design
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RANDOMIZED
PARALLEL
BASIC_SCIENCE
NONE
Study Groups
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Virtual Reality Game Group
A total of 24 interventions will be carried out for each participant, separated by 2 each week for 3 months. Each intervention will consist of a VR session lasting 30 minutes. Each participant must play for 30 minutes in the game "Beat know". The game consists of cutting mobile targets, using lightsabers while avoiding obstacles that approach the user. This game is a reference for immersive play since, while distracting, it recreates a physical activity similar to what would be done in reality. It has been shown that the same energy expenditure, on the part of the user, practicing tennis in real life, is what he does playing "Beat Saber" playing the same period of time.
Virtual Reality game
The game consists of cutting mobile targets, using lightsabers while avoiding obstacles that approach the user. This game is a reference for immersive play since, while distracting, it recreates a physical activity similar to what would be done in reality. It has been shown that the same energy expenditure, on the part of the user, practicing tennis in real life, is what he does playing "Beat Saber" playing the same period of time.
Control Group
No intervention during 12 weeks.
No interventions assigned to this group
Interventions
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Virtual Reality game
The game consists of cutting mobile targets, using lightsabers while avoiding obstacles that approach the user. This game is a reference for immersive play since, while distracting, it recreates a physical activity similar to what would be done in reality. It has been shown that the same energy expenditure, on the part of the user, practicing tennis in real life, is what he does playing "Beat Saber" playing the same period of time.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* No visual alteration.
* No history of vertigo.
* No pathology that compromises balance.
* Physically active (where the first two questions are affirmative and are 3 days and 3 hours, respectively.
Exclusion Criteria
* Smoking, alcoholism, taking illicit drugs or neurologically active medications.
18 Years
25 Years
ALL
Yes
Sponsors
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Escoles Universitaries Gimbernat
OTHER
Responsible Party
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Principal Investigators
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Sergio Gomez Doctor, PT, MsC
Role: PRINCIPAL_INVESTIGATOR
E.U. Gimbernat
Locations
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Escoles Universitaries Gimbernat
Sant Cugat del Vallès, Barcelona, Spain
Countries
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References
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Other Identifiers
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VRoculomotor
Identifier Type: -
Identifier Source: org_study_id