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Effect of Virtual Reality Game on Upper Limb Movement in Individuals With Stroke

Not Applicable
Conditions
Movement, Abnormal
Stroke
Interventions
Other: Virtual reality without feedback
Other: Healthy
Other: 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
Inclusion Criteria

Individuals with stroke

  1. 45 - 65 years old
  2. First ischemic or hemorrhagic stroke
  3. Right hemiparesis
  4. Right dominant handedness
  5. Within 6 months after stroke
  6. Discharge from hospital and stay at home
  7. Normal dynamic sitting balance
  8. At least 120 degrees of shoulder flexion and 45 degrees of shoulder extension by passive range of motion
  9. Active movement at least stage 3 by Chedoke-McMaster Stroke Assessment
  10. 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
  11. No cognitive impairment

Healthy individuals

  1. Have same gender and age within range of ±5 years of individuals with stroke
  2. Right handedness
  3. Active range of motion of shoulder flexion and extension at least 120°and 45° respectively
  4. No cognitive impairment
Exclusion Criteria

Individual with stroke and healthy

  1. Have cyber-sickness
  2. Obesity
  3. Ataxic movement
  4. Loss visual field or visual neglect
  5. Loss exteroceptive sensation
  6. Impaired or loss proprioceptive sensation
  7. Receive the occupation therapy on upper extremity
  8. Muscle contracture at the scapula, shoulder and elbow
  9. Pain at the scapula, shoulder and elbow
  10. History of fracture or surgery at head, shoulder, scapula, and elbow
  11. Shoulder subluxation
  12. Other neurological disorders
  13. Uncontrolled hypertension
  14. Myocardial infarction
  15. Seizure or epilepsy
  16. Pacemaker or hemodialysis vascular access

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
virtual reality without feedbackVirtual reality without feedbackParticipants received training via virtual reality game without feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks.
HealthyHealthyParticipants do not play virtual reality game.
virtual reality with feedbackVirtual reality with feedbackParticipants 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
NameTimeMethod
kinematic data10 minutes

angle of shoulder, elbow, and forearm

Secondary Outcome Measures
NameTimeMethod
Upper limb performance10 minutes

doing task according to Fugl Mayer

muscle tone2 minutes

assessing muscles of shoulder, elbow, and forearm according to Modified Ashworth Scale

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