Conventional Vestibular Training Versus Immersive Virtual Reality- Based Vestibular in Multiple Sclerosis
- Conditions
- Multiple SclerosisQuality of LifeVestibular DiseaseBalance DisordersUsabilityCybersicknessDizzinessFatigue
- Interventions
- Other: Conventional vestibular rehabilitation protocolOther: Immersive Virtual-based vestibular rehabilitation
- Registration Number
- NCT04497025
- Lead Sponsor
- Maria Jesus Casuso-Holgado
- Brief Summary
The effectiveness of convectional vestibular training for balance and dizziness rehabilitation in people with multiple sclerosis has been recently demonstrated in a meta-analysis by this research team (doi: 10.3390/jcm9020590). Furthermore, non-immersive virtual reality-based environments seem to be useful for balance and gait rehabilitation in this population (doi: 10.1177/0269215518768084). However, nothing is known about the feasibility and effectiveness of immersive virtual reality-based rehabilitation in people with multiple sclerosis.
The primary aim of this research is to determine the feasibility, safety and effectiveness of an immersive virtual reality-based vestibular training for dizziness, balance and fatigue rehabilitation, compared to conventional vestibular training.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- NOT_YET_RECRUITING
- Sex
- All
- Target Recruitment
- 30
- Both male and female subjects from 18-65 years old
- Clinically diagnosed with any type of multiple sclerosis in accordance with the revised McDonald criteria
- With walking ability according to the Expanded Disability Status Scale score (EDSS =6)
- With the objective presence of dizziness symptoms (Dizziness Handicap Inventory = 16)
- Blurred vision
- Cognitive impairment (Mini Mental State Examination =24)
- Another neurologic disorder contributing to balance impairment
- Relapse within the last 3 months
- Changes in pharmacotherapy within the last 3 months
- History of vestibular rehabilitation within the last 6 months
- Acute cardiovascular of respiratory illness
- Any other contraindication to physical activity
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Conventional vestibular training. Conventional vestibular rehabilitation protocol Subjects in the control group will receive a total of 20 sessions of 50 minutes (3 sessions per week, 7 weeks). They will receive traditional "Cawthorne-Cooksey" vestibular rehabilitation exercises. This program improves vestibular compensation through a mechanism of neuroplasticity known as adaptation, habituation and substitution. Just like the virtual reality intervention it will be divided in 10 initial sessions and 10 advanced sessions. For the advanced phase of intervention exercises parameters were the same described for the virtual vestibular rehabilitation intervention. A physical therapy with at least two years of expertise in vestibular rehabilitation will adjust the difficulty level. The intervention will be conducted at the Physical Therapy Department of the University of Sevilla (Spain). Immersive virtual reality-based vestibular training. Immersive Virtual-based vestibular rehabilitation Subjects in this group will receive the same intervention than the other group of study, but they will wear a 3D head mounted display (Oculus Quest glasses) and will receive real-time gaming feedback in terms of visual and audio output while using the training system. Participants will receive a total of 20 sessions (3 sessions of 50 minutes per week, 7 weeks). These sessions will be divided in 10 initial sessions (based on the three first blocks of Cawthorne-Cooksey protocol) and 10 advanced sessions in which vestibular exercises are gradually get more complicated by modifiying the following exercise parameters: base of support width, standing on unstable surface, alternatives single leg support, tandem position, increased velocity of head movements, higher head range motion and coordinated movements with arms and trunk. Same location, tailoring parameters and physical therapist supervision than conventional vestibular training.
- Primary Outcome Measures
Name Time Method Safety of virtual reality-based vestibular rehabilitation 7 weeks of intervention Cybersickness: Scores ranging between 10 and 15 mean significant symptoms and above 20 indicates a simulator problem
Falls registry
Adverse events registryFeasibility of virtual reality-based vestibular rehabilitation 7 weeks of intervention Usability of virtual reality device: System Usability Scale (0-100%). Higher Scores means higher usability
Participation rate
Retention rate
Adherence to treatment rate
- Secondary Outcome Measures
Name Time Method Change from baseline static balance at 7 weeks 7 weeks after intervention Static balance assessed by posturography Dynamic balance assessed by Balance Berg Scale. Higher score better balance.
Change from baseline dizziness symptoms at 7 weeks 7 weeks after intervention Dizziness Handicap Inventory (0-100 points). Higher scores mean worse dizziness symptoms.
Change from baseline fatigue at 7 weeks 7 weeks after intervention Modified Fatigue Impact Scale (0-84 points). Higher scores mean worse fatigue symptoms.
Change from baseline quality of life at 7 weeks 7 weeks after intervention Multiple Sclerosis Quality of Life Scale 54 (0-100 points). Higher values indicate better quality of life.
Trial Locations
- Locations (1)
Universidad de Sevilla
🇪🇸Sevilla, Spain