Effect of Virtual Reality Applied to a Task-Oriented Movement
NCT ID: NCT06836310
Last Updated: 2025-02-20
Study Results
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Basic Information
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COMPLETED
NA
26 participants
INTERVENTIONAL
2023-12-10
2024-05-25
Brief Summary
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Detailed Description
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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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Study Design
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RANDOMIZED
CROSSOVER
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
BASIC_SCIENCE
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.
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.
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.
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.
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.
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.
Eligibility Criteria
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Inclusion Criteria
* volunteering to participate in the study,
* having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).
Exclusion Criteria
* the presence of rheumatic disease,
* pregnancy,
* the presence of cervical disc herniation and thoracic outlet syndrome.
18 Years
30 Years
ALL
Yes
Sponsors
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University of Gaziantep
OTHER
Responsible Party
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Zarife Pancar
Assoc.Prof.
Locations
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Gaziantep University, Faculty of Sport Sciences
Gaziantep, Şehitkamil, Turkey (Türkiye)
Countries
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Other Identifiers
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GAUN-SBF-PANCAR-04
Identifier Type: -
Identifier Source: org_study_id
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