Effect of Virtual Reality Applied to a Task-Oriented Movement

NCT ID: NCT06836310

Last Updated: 2025-02-20

Study Results

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

26 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-12-10

Study Completion Date

2024-05-25

Brief Summary

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This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Each participant completed a single-session intervention using the Oculus Quest 2 VR system. The study measured Joint Position Sense (JPS), Reaction Time (RT), and Gross Manual Dexterity using standard clinical tests before and after the intervention. The results will help understand how VR-based task-oriented movements influence upper extremity function and whether VR can be effectively used in rehabilitation and sports science applications.

Detailed Description

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This description provides a summary of the key elements of the study protocol, focusing on the design, interventions, and general approach to evaluation. It does not include the full protocol document or detailed assessment procedures, which are available upon request.

This study is a randomized cross-over trial designed to investigate the acute effects of a task-oriented movement-based virtual reality (VR) application on upper extremity functions in healthy individuals. The primary aim is to evaluate the impact of VR-supported movement exercises on joint position sense (JPS), reaction time (RT), and gross manual dexterity.

The research involves 26 healthy participants who were randomly assigned to two intervention sequences:

Real Performance first (f-RP) group: Participants performed task-oriented movements in a real environment on the first day, followed by a VR-based task-oriented movement session on the second day.

Virtual Reality first (f-VR) group: Participants performed VR-based task-oriented movements on the first day, followed by a real environment session on the second day.

Each intervention lasted 10 minutes and included a task-oriented ball-throwing activity, where participants used repetitive wrist and upper limb movements to throw balls into a target pool placed 2 meters away. The VR intervention was delivered using the Oculus Quest 2 head-mounted display, with real-time visual, auditory, and tactile feedback integrated into the application. The real-world intervention matched the VR setup as closely as possible, including chair position, distance to the target, and ball size.

Assessments were conducted immediately before and after each intervention to observe acute effects. The primary focus was on changes in upper extremity functions and neuromuscular responses following task-oriented movements in VR and real environments.

Data were analyzed for within-group and between-group differences, as well as potential carryover and period effects, using parametric statistical methods appropriate for cross-over trials. The results indicated that VR-based task-oriented applications acutely enhanced reaction time and supported hand functions in healthy individuals. JPS measures remained stable across both intervention types, suggesting that VR-created movement perception can closely resemble real-world joint positioning.

These findings contribute to understanding the short-term effects of VR applications on upper extremity functions and support the potential for VR-based interventions in rehabilitation and performance enhancement.

Conditions

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Virtual Reality Therapy

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

This study is a randomized crossover trial designed to evaluate the effect of virtual reality (VR) applied to a task-oriented movement on upper extremity functions, reaction time, and proprioception in healthy individuals.

Participants were randomly assigned to one of two sequences:

f-RP First Group: Performed the task-oriented movement in the real environment first, followed by the VR intervention.

f-VR First Group: Performed the task-oriented movement in the VR environment first, followed by the real-world intervention.

Each participant experienced both conditions (real and VR) in a different order, allowing a direct comparison of the interventions within the same individual. The crossover design helps control for individual variability by ensuring that each participant serves as their own control. No period effect or carryover effect was observed in the study, confirming the reliability of the crossover model.

This model was chosen to better understand how VR-based task-oriente
Primary Study Purpose

BASIC_SCIENCE

Blinding Strategy

NONE

Study Groups

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Real Performance First (f-RP)

Participants first performed the task-oriented movement in a real environment. On the following day, they completed the same movement using a virtual reality (VR) system (Oculus Quest 2). Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.

Group Type EXPERIMENTAL

Real Performance Task-Oriented Movement

Intervention Type BEHAVIORAL

Participants performed a task-oriented movement in a real environment by throwing balls into a physical pool for 10 minutes. The movement was designed to engage upper extremity function.

Virtual Reality First (f-VR)

Participants first performed the task-oriented movement using a virtual reality (VR) system (Oculus Quest 2). On the following day, they completed the same movement in a real environment. Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.

Group Type EXPERIMENTAL

Virtual Reality Task-Oriented Movement

Intervention Type BEHAVIORAL

Participants performed a task-oriented movement in a virtual environment using the Oculus Quest 2 VR system for 10 minutes. The task involved throwing virtual balls into a virtual pool with real-time feedback.

Interventions

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Real Performance Task-Oriented Movement

Participants performed a task-oriented movement in a real environment by throwing balls into a physical pool for 10 minutes. The movement was designed to engage upper extremity function.

Intervention Type BEHAVIORAL

Virtual Reality Task-Oriented Movement

Participants performed a task-oriented movement in a virtual environment using the Oculus Quest 2 VR system for 10 minutes. The task involved throwing virtual balls into a virtual pool with real-time feedback.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* to be over 18 years old,
* volunteering to participate in the study,
* having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).

Exclusion Criteria

* not having an upper extremity injury in the last year,
* the presence of rheumatic disease,
* pregnancy,
* the presence of cervical disc herniation and thoracic outlet syndrome.
Minimum Eligible Age

18 Years

Maximum Eligible Age

30 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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University of Gaziantep

OTHER

Sponsor Role lead

Responsible Party

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Zarife Pancar

Assoc.Prof.

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Gaziantep University, Faculty of Sport Sciences

Gaziantep, Şehitkamil, Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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GAUN-SBF-PANCAR-04

Identifier Type: -

Identifier Source: org_study_id

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