Trial Outcomes & Findings for The Feasibility, Usability, and Acceptability of Using the Oculus™ Virtual Reality Gaming Technology in Stroke Survivors for Upper Extremity and Cognitive Rehabilitation (NCT NCT05672628)
NCT ID: NCT05672628
Last Updated: 2025-08-17
Results Overview
The minimum number of sessions expected for a user are 2 per week (8 sessions)
COMPLETED
NA
32 participants
end of intervention( about 4 weeks from baseline)
2025-08-17
Participant Flow
32 individuals (16 dyads) were enrolled in total: 16 stroke survivor participants, each enrolled with a caregiver.
Participant milestones
| Measure |
Oculus VR
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Overall Study
STARTED
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32
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Overall Study
COMPLETED
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32
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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
The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
Baseline characteristics by cohort
| Measure |
Oculus VR
n=32 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Level of Education
Stroke Survivor Participant · Masters
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2 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Stroke Survivor Participant · PhD
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1 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Stroke Survivor Participant · Some College
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6 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Caregiver · Associates
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2 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Caregiver · Bachelors
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5 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Caregiver · High School/GED
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0 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Caregiver · Masters
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2 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Caregiver · PhD
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1 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Caregiver · Some College
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6 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Stroke Type
Ischemic
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9 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Stroke Type
Intracerebral hemorrhage
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6 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Stroke Type
Subarachnoid hemorrhage
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1 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Number of Participants with a right sided stroke
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10 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Number of Participants with a history of previous stroke
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6 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Type of Internet
Wi-fi
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13 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Type of Internet
DSL
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3 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Daily use of electronics
3-4 hours
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3 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Daily use of electronics
4-8 hours
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7 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Daily use of electronics
More than 8 hours
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6 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Gaming Devices Used Previously
Virtual Headset
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9 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Gaming Devices Used Previously
Game Console
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14 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Gaming Devices Used Previously
Computer/Laptop
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9 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Gaming Devices Used Previously
Smart Phone
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13 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Gaming Devices Used Previously
Arcade
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11 Participants
n=16 Participants • Data for this outcome measure were only collected from the 16 stroke survivor participants
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Relationship of Stroke Survivor to Caregiver
Child of Caregiver
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1 Participants
n=16 Participants • Includes all 16 stroke survivor participants.
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Relationship of Stroke Survivor to Caregiver
Friend of Caregiver
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1 Participants
n=16 Participants • Includes all 16 stroke survivor participants.
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Relationship of Stroke Survivor to Caregiver
Parent of Caregiver
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3 Participants
n=16 Participants • Includes all 16 stroke survivor participants.
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Relationship of Stroke Survivor to Caregiver
Sibling of Caregiver
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3 Participants
n=16 Participants • Includes all 16 stroke survivor participants.
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Relationship of Stroke Survivor to Caregiver
Spouse of Caregiver
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8 Participants
n=16 Participants • Includes all 16 stroke survivor participants.
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Age, Customized
Stroke Survivor Participant
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50.31 years
STANDARD_DEVIATION 15.15 • n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Age, Customized
Caregiver
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52.12 years
STANDARD_DEVIATION 10.81 • n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Sex/Gender, Customized
Stroke Survivor Participant · Female
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5 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Sex/Gender, Customized
Stroke Survivor Participant · Male
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11 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Sex/Gender, Customized
Caregiver · Female
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13 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Sex/Gender, Customized
Caregiver · Male
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3 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Race/Ethnicity, Customized
Stroke Survivor Participant · Black or African American
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8 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Race/Ethnicity, Customized
Stroke Survivor Participant · Hispanic/Latino
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2 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Race/Ethnicity, Customized
Stroke Survivor Participant · White
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6 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Race/Ethnicity, Customized
Caregiver · Black or African American
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8 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Race/Ethnicity, Customized
Caregiver · Hispanic/Latino
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1 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Race/Ethnicity, Customized
Caregiver · White
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7 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Region of Enrollment
United States
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32 participants
n=32 Participants
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Level of Education
Stroke Survivor Participant · Associates
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1 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Stroke Survivor Participant · Bachelors
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3 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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Level of Education
Stroke Survivor Participant · High School/GED
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3 Participants
n=16 Participants • The overall number of baseline participants differs from the number of analyzed participants because this study involved dyads. Oculus VR arm = 16 dyads (16 stroke survivor participants + 16 caregivers= 32 participants).
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
The minimum number of sessions expected for a user are 2 per week (8 sessions)
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Feasibility as Assessed by the Number of Sessions Attended
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11.06 sessions
Standard Deviation 1.12
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
the minimum time spent playing Job Simulator is 1 hour (60 minutes) per week. (240 minutes through the end of the study)
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Feasibility as Assessed by the Time Spent Using the Oculus VR
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785 minutes
Standard Deviation 98.83
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
The System Usability Scale (SUS) was used to assess the usability of the technology. Total score ranges from 10 to 50, with a higher score indicating greater usability.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Usability as Assessed by the Score on the System Usability Scale (SUS)
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32 score on a scale
Standard Deviation 1.75
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
The Presence Questionnaire (PQ), total score ranges from 29 to 87, with a higher score indicating greater usability.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Usability as Assessed by the Score on the Presence Questionnaire (PQ)
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75.86 score on a scale
Standard Deviation 6.8
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PRIMARY outcome
Timeframe: BaselinePopulation: Includes data for all 16 stroke survivor participants.
Total score on the Montreal Cognitive Assessment (MoCA) range from 0 to 30, with a higher score indicating a better outcome.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Cognition as Assessed by the Montreal Cognitive Assessment (MoCA)
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23.21 score on a scale
Standard Deviation 4.88
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PRIMARY outcome
Timeframe: end of intervention (about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
Total score on the Montreal Cognitive Assessment (MoCA) range from 0 to 30, with a higher score indicating a better outcome.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Cognition as Assessed by the Montreal Cognitive Assessment (MoCA)
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23.25 score on a scale
Standard Deviation 3.59
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PRIMARY outcome
Timeframe: BaselinePopulation: Includes data for all 16 stroke survivor participants.
Total score on the Action Research Arm Test (ARAT), ranging from 0 to 57, with higher scores indicating better upper limb function.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Limb Function as Assessed by the Action Research Arm Test (ARAT)
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19.37 score on a scale
Standard Deviation 21.59
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
Total score on the Action Research Arm Test (ARAT), ranging from 0 to 57, with higher scores indicating better upper limb function.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Limb Function as Assessed by the Action Research Arm Test (ARAT)
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20.68 score on a scale
Standard Deviation 21.13
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PRIMARY outcome
Timeframe: BaselinePopulation: Includes data for all 16 stroke survivor participants.
Total score on the Fugl-Meyer Assessment - Upper Extremity (FMA-UE), ranges from 0 to 66, with higher scores indicating better arm function.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Arm Impairment as Assessed by Fugl Meyer - Upper Extremity Assessment
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30.56 score on a scale
Standard Deviation 14.99
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for all 16 stroke survivor participants.
Total score on the Fugl-Meyer Assessment - Upper Extremity (FMA-UE), ranges from 0 to 66, with higher scores indicating better arm function.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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Arm Impairment as Assessed by Fugl Meyer - Upper Extremity Assessment
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31.25 score on a scale
Standard Deviation 19.26
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PRIMARY outcome
Timeframe: BaselinePopulation: Includes data for all 16 caregivers.
Total score on the Burden Scale for Family Caregivers - short version, ranges from 0 to 30, with a higher score indicating more burden
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Burden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short Version
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13 score on a scale
Standard Deviation 8.53
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PRIMARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: Includes data for 14 caregivers. Data were not collected for 2 caregivers because they did not fill out the survey.
Total score on the Burden Scale for Family Caregivers - short version, ranges from 0 to 30, with a higher score indicating more burden
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Burden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short Version
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13.83 score on a scale
Standard Deviation 7.55
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PRIMARY outcome
Timeframe: BaselinePopulation: Includes data for all 16 stroke survivor participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
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16.69 score on a scale
Standard Deviation 1.35
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PRIMARY outcome
Timeframe: Session 1 (week 1 day 1)Population: Includes data for all 16 stroke survivor participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.38 score on a scale
Standard Deviation 0.72
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PRIMARY outcome
Timeframe: Session 2 (week 1 day 2)Population: Includes data for all 16 stroke survivor participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.33 score on a scale
Standard Deviation 0.72
|
PRIMARY outcome
Timeframe: Session 3 (week 1 day 3)Population: Includes data for all 16 stroke survivor participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.25 score on a scale
Standard Deviation 0.62
|
PRIMARY outcome
Timeframe: Session 4(week 2 day 1)Population: Includes data for all 16 stroke survivor participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
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|---|---|
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Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.17 score on a scale
Standard Deviation 0.72
|
PRIMARY outcome
Timeframe: Session 5 (week 2 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.11 score on a scale
Standard Deviation 0.33
|
PRIMARY outcome
Timeframe: Session 6 (week 2 day 3)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.33 score on a scale
Standard Deviation 0.71
|
PRIMARY outcome
Timeframe: Session 7 (week 3 day 1)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16 score on a scale
Standard Deviation 0
|
PRIMARY outcome
Timeframe: Session 8 (week 3 day 2)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.14 score on a scale
Standard Deviation 0.38
|
PRIMARY outcome
Timeframe: Session 9 (week 3 day 3)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.17 score on a scale
Standard Deviation 0.41
|
PRIMARY outcome
Timeframe: Session 10 (week 4 day 1)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.33 score on a scale
Standard Deviation 0.58
|
PRIMARY outcome
Timeframe: Session 11 (week 4 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16.25 score on a scale
Standard Deviation 0.5
|
PRIMARY outcome
Timeframe: Session 12 (week 4 day 3)Population: Includes data for 16 stroke survivor participants.
Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire
|
16 score on a scale
Standard Deviation 0
|
SECONDARY outcome
Timeframe: BaselinePopulation: Includes data from all 16 stroke survivor participants.
In-person, in-depth interviews will be conducted following completion of a virtual reality (VR) intervention using the Oculus Quest 2 headset for post-stroke rehabilitation. Interviews will be transcribed verbatim and a qualitative analytic process will be used to identify common themes. A codebook will be developed based on analysis of the transcripts. This outcome reflects the number of themes derived from the interviews.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Impact of the Rehabilitation on the Participant as Assessed by the Number of Themes Derived From the Qualitative Interview
|
5 themes
|
SECONDARY outcome
Timeframe: end of intervention( about 4 weeks from baseline)Population: includes data for all 16 caregivers.
In-person, in-depth interviews will be conducted following completion of a virtual reality (VR) intervention using the Oculus Quest 2 headset for post-stroke rehabilitation. Interviews will be transcribed verbatim and a qualitative analytic process will be used to identify common themes. A codebook will be developed based on analysis of the transcripts. This outcome reflects the number of themes derived from the interviews.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Impact of the Rehabilitation on the Caregiver as Assessed by Number of Themes Derived From the Qualitative Interview
|
5 themes
|
SECONDARY outcome
Timeframe: Session 1 (week 1 day 1)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
14 Participants
|
SECONDARY outcome
Timeframe: Session 2 (week 1 day 2)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
8 Participants
|
SECONDARY outcome
Timeframe: Session 3 (week 1 day 3)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
5 Participants
|
SECONDARY outcome
Timeframe: Session 4(week 2 day 1)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
8 Participants
|
SECONDARY outcome
Timeframe: Session 5 (week 2 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
5 Participants
|
SECONDARY outcome
Timeframe: Session 6 (week 2 day 3)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
6 Participants
|
SECONDARY outcome
Timeframe: Session 7 (week 3 day 1)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
4 Participants
|
SECONDARY outcome
Timeframe: Session 8 (week 3 day 2)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 9 (week 3 day 3)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
3 Participants
|
SECONDARY outcome
Timeframe: Session 10 (week 4 day 1)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 11 (week 4 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 12 (week 4 day3 )Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Occupational Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 1 (week 1 day 1)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
13 Participants
|
SECONDARY outcome
Timeframe: Session 2 (week 1 day 2)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
7 Participants
|
SECONDARY outcome
Timeframe: Session 3 (week 1 day 3)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
3 Participants
|
SECONDARY outcome
Timeframe: Session 4(week 2 day 1)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
7 Participants
|
SECONDARY outcome
Timeframe: Session 5 (week 2 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
3 Participants
|
SECONDARY outcome
Timeframe: Session 6 (week 2 day 3)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
6 Participants
|
SECONDARY outcome
Timeframe: Session 7 (week 3 day 1)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
3 Participants
|
SECONDARY outcome
Timeframe: Session 8 (week 3 day 2)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 9 (week 3 day 3)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
3 Participants
|
SECONDARY outcome
Timeframe: Session 10 (week 4 day 1)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 11 (week 4 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 12 (week 4 day3 )Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Physical Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 1 (week 1 day 1)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
11 Participants
|
SECONDARY outcome
Timeframe: Session 2 (week 1 day 2)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 3 (week 1 day 3)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 4(week 2 day 1)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
3 Participants
|
SECONDARY outcome
Timeframe: Session 5 (week 2 day2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 6 (week 2 day 3)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
2 Participants
|
SECONDARY outcome
Timeframe: Session 7 (week 3 day 1)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 8 (week 3 day 2)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
0 Participants
|
SECONDARY outcome
Timeframe: Session 9 (week 3 day 3)Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.
Outcome measures
| Measure |
Oculus VR
n=12 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 10 (week 4 day 1)Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.
Outcome measures
| Measure |
Oculus VR
n=14 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 11 (week 4 day 2)Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.
Outcome measures
| Measure |
Oculus VR
n=15 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
1 Participants
|
SECONDARY outcome
Timeframe: Session 12 (week 4 day 3)Population: Includes data for all 16 stroke survivor participants.
Outcome measures
| Measure |
Oculus VR
n=16 Participants
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
Number of Subjects Who Have Received Speech Therapy
|
1 Participants
|
Adverse Events
Oculus VR
Serious adverse events
Adverse event data not reported
Other adverse events
| Measure |
Oculus VR
n=16 participants at risk
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
|
|---|---|
|
General disorders
General Discomfort
|
18.8%
3/16 • Number of events 11 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
|
General disorders
Fatigue
|
12.5%
2/16 • Number of events 2 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
|
Nervous system disorders
Difficulty Focusing
|
12.5%
2/16 • Number of events 2 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
|
Gastrointestinal disorders
Increased Salivation
|
6.2%
1/16 • Number of events 2 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
|
Nervous system disorders
Difficulty Concentrating
|
6.2%
1/16 • Number of events 1 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
|
Eye disorders
Blurred Vision
|
12.5%
2/16 • Number of events 2 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
|
Nervous system disorders
Dizziness
|
6.2%
1/16 • Number of events 2 • Up to 4 weeks
Adverse events were collected and reported only for the 16 stroke survivor participants. The 16 Caregiver participants did not undergo adverse event monitoring as they did not receive the intervention.
|
Additional Information
Seema S Aggarwal, PhD, APRN, AGNP-C
The University of Texas Health Science Center at Houston
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place