Effect of Virtual Reality Game on Upper Limb Movement in Individuals With Stroke
- Conditions
- Movement, AbnormalStroke
- Interventions
- Other: Virtual reality without feedbackOther: HealthyOther: Virtual reality with feedback
- Registration Number
- NCT03277950
- Lead Sponsor
- Vimonwan Hiengkaew
- Brief Summary
Individuals with stroke show abnormal movement pattern of upper limb. The movement pattern needs to be corrected. There are several methods to train normal movement. Exercise with technology is an active movement and affects sensory and cognitive systems. It may benefit to individuals with stroke in training.
- Detailed Description
Individuals with stroke sign informed consent. They are trained with virtual reality game with and without feedback from a researcher. Age-matched healthy play the same game as individuals with stroke do. Both individuals with stroke and healthy are measured upper limb movement pattern.
Recruitment & Eligibility
- Status
- UNKNOWN
- Sex
- All
- Target Recruitment
- 21
Individuals with stroke
- 45 - 65 years old
- First ischemic or hemorrhagic stroke
- Right hemiparesis
- Right dominant handedness
- Within 6 months after stroke
- Discharge from hospital and stay at home
- Normal dynamic sitting balance
- At least 120 degrees of shoulder flexion and 45 degrees of shoulder extension by passive range of motion
- Active movement at least stage 3 by Chedoke-McMaster Stroke Assessment
- Muscle tone graded 1-2 by Modified Ashworth Scale in 2 of 3 muscle groups including shoulder adductor, internal rotator or/and elbow flexor groups
- No cognitive impairment
Healthy individuals
- Have same gender and age within range of ±5 years of individuals with stroke
- Right handedness
- Active range of motion of shoulder flexion and extension at least 120°and 45° respectively
- No cognitive impairment
Individual with stroke and healthy
- Have cyber-sickness
- Obesity
- Ataxic movement
- Loss visual field or visual neglect
- Loss exteroceptive sensation
- Impaired or loss proprioceptive sensation
- Receive the occupation therapy on upper extremity
- Muscle contracture at the scapula, shoulder and elbow
- Pain at the scapula, shoulder and elbow
- History of fracture or surgery at head, shoulder, scapula, and elbow
- Shoulder subluxation
- Other neurological disorders
- Uncontrolled hypertension
- Myocardial infarction
- Seizure or epilepsy
- Pacemaker or hemodialysis vascular access
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description virtual reality without feedback Virtual reality without feedback Participants received training via virtual reality game without feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks. Healthy Healthy Participants do not play virtual reality game. virtual reality with feedback Virtual reality with feedback Participants received training via virtual reality game with feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks.
- Primary Outcome Measures
Name Time Method kinematic data 10 minutes angle of shoulder, elbow, and forearm
- Secondary Outcome Measures
Name Time Method Upper limb performance 10 minutes doing task according to Fugl Mayer
muscle tone 2 minutes assessing muscles of shoulder, elbow, and forearm according to Modified Ashworth Scale