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临床试验/NCT03277950
NCT03277950Unknown不适用

Effect of Game-based Virtual Reality Training on Upper Extremity Movement in Individuals With Subacute Stroke

Vimonwan Hiengkaew0 个研究点目标入组 21 人开始时间: 2017年9月15日最近更新:
适应症
干预措施

试验速览

阶段
不适用
发起方
入组人数
21
主要终点
kinematic data

研究概览

简要总结

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.

详细描述

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.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Treatment
盲法
Single (Investigator)

入排标准

年龄范围
45 Years 至 65 Years(Adult, Older Adult)
性别
All
接受健康志愿者
是

入选标准

  • •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

排除标准

  • •Individual with stroke and healthy
  • •Have cyber-sickness
  • •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

研究组 & 干预措施

virtual reality with feedback

Experimental

Participants received training via virtual reality game with feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks.

干预措施: Virtual reality with feedback (Other)

virtual reality without feedback

Active Comparator

Participants received training via virtual reality game without feedback, 60 minutes/day, 3 days/week for 4 weeks, then follow up after 4 weeks.

干预措施: Virtual reality without feedback (Other)

Healthy

Other

Participants do not play virtual reality game.

干预措施: Healthy (Other)

结局指标

主要结局

kinematic data

时间窗: 10 minutes

angle of shoulder, elbow, and forearm

次要结局

  • muscle tone(2 minutes)
  • Upper limb performance(10 minutes)

研究者

发起方
Vimonwan Hiengkaew
申办方类型
Other
责任方
Sponsor Investigator
主要研究者

Vimonwan Hiengkaew

Associate professor

Mahidol University

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