Fully Immersive Virtual Reality Applications in Children With Cerebral Palsy
NCT ID: NCT06428292
Last Updated: 2024-08-12
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
31 participants
INTERVENTIONAL
2024-04-20
2024-07-03
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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combined treadmill with virtual reality
Combining a virtual reality device with a treadmill and using it in a virtual environment, allowing the person to walk in different virtual environments
Virtual reality device branded ''Meta Quest 2''
Combining different exercise equipment with a virtual reality device and using them in a virtual environment can be used to decide which one is more effective.
stationary bike combined with virtual reality
Combining a virtual reality device with a stationary bike and using it in a virtual environment, allowing the person to walk in different virtual environments
Virtual reality device branded ''Meta Quest 2''
Combining different exercise equipment with a virtual reality device and using them in a virtual environment can be used to decide which one is more effective.
Interventions
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Virtual reality device branded ''Meta Quest 2''
Combining different exercise equipment with a virtual reality device and using them in a virtual environment can be used to decide which one is more effective.
Eligibility Criteria
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Inclusion Criteria
* Being between the ages of 12 - 18
* Being at Level 1 and 2 according to the Gross Motor Function Classification System (GMFSS)
* Being able to understand and speak Turkish
* Not using medical treatment (including botox) in the last six months
* No visual or auditory problems that would hinder communication during applications.
* Having the cognitive skills to adapt to the application and application controls where the intervention is required.
Exclusion Criteria
* Having a neurodegenerative disease that may cause attacks during virtual reality applications
* Presence of epilepsy
* Having undergone lower extremity surgery within the last year
* Presence of hypersensitivity to visual stimuli
* Development of vestibular problems with the use of virtual reality devices
12 Years
18 Years
ALL
No
Sponsors
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Omer Ayhan
OTHER
Responsible Party
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Omer Ayhan
Principal investigator
Principal Investigators
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Ipek Yeldan, PhD
Role: STUDY_DIRECTOR
Istanbul University - Cerrahpasa
Locations
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İstanbul Ünivesitesi - Cerrahpaşa
Istanbul, Büyükçekmece, Turkey (Türkiye)
Countries
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References
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Ochandorena-Acha M, Terradas-Monllor M, Nunes Cabrera TF, Torrabias Rodas M, Grau S. Effectiveness of virtual reality on functional mobility during treadmill training in children with cerebral palsy: a single-blind, two-arm parallel group randomised clinical trial (VirtWalkCP Project). BMJ Open. 2022 Nov 3;12(11):e061988. doi: 10.1136/bmjopen-2022-061988.
Cho C, Hwang W, Hwang S, Chung Y. Treadmill Training with Virtual Reality Improves Gait, Balance, and Muscle Strength in Children with Cerebral Palsy. Tohoku J Exp Med. 2016 Mar;238(3):213-8. doi: 10.1620/tjem.238.213.
Zeng N, Pope Z, Gao Z. Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes. Cyberpsychol Behav Soc Netw. 2017 Jul;20(7):453-457. doi: 10.1089/cyber.2017.0042.
Gagliardi C, Turconi AC, Biffi E, Maghini C, Marelli A, Cesareo A, Diella E, Panzeri D. Immersive Virtual Reality to Improve Walking Abilities in Cerebral Palsy: A Pilot Study. Ann Biomed Eng. 2018 Sep;46(9):1376-1384. doi: 10.1007/s10439-018-2039-1. Epub 2018 Apr 27.
Other Identifiers
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IstanbulUC-FTR-OA-01
Identifier Type: -
Identifier Source: org_study_id
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