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Clinical Trials/NCT03589859
NCT03589859
Completed
N/A

Computerized Game-based Vestibular Rehabilitation: Assessment of Feasibility and Motor Learning

VA Office of Research and Development1 site in 1 country24 target enrollmentDecember 1, 2018

Overview

Phase
N/A
Intervention
Not specified
Conditions
Vestibular Diseases
Sponsor
VA Office of Research and Development
Enrollment
24
Locations
1
Primary Endpoint
Vestibulo-ocular Reflex Gain Ratio
Status
Completed
Last Updated
last year

Overview

Brief Summary

Disorders of vestibular function and balance are an important component of many conditions that commonly affect veterans, such as inner ear diseases, diabetes, and traumatic brain injury. Veterans with vestibular impairment have reduced quality of life, limitations on work and physical activities, and an increased risk of falls. The goal of this research is to develop a more engaging and effective interactive tool for vestibular rehabilitation to improve the lives of affected veterans. The first steps in this process will be to test the ability of the application to facilitate vestibular learning and to test its feasibility in vestibular patients. The hypothesis is that computer-game-based adaptation will induce robust VOR motor learning and will provide an engaging platform for vestibular rehabilitation. Ultimately, our application has the potential to provide more flexible vestibular exercises that will allow therapy to be customized for each patient. It will also have the ability to track a patient's progress over time and to advance exercises as function improves.

Registry
clinicaltrials.gov
Start Date
December 1, 2018
End Date
November 30, 2022
Last Updated
last year
Study Type
Observational
Sex
All

Investigators

Responsible Party
Sponsor

Eligibility Criteria

Inclusion Criteria

  • GROUP 1: Healthy volunteers: Static visual acuity of at least 20/30 at testing distance
  • GROUP 2: Vestibular patients: Unilateral or bilateral vestibular hypofunction, No central vestibular disorder, Static Visual Acuity of at least 20/30 at testing distance

Exclusion Criteria

  • GROUP 1: Peripheral or central vestibular disorder
  • GROUP 2: Central vestibular disorder

Outcomes

Primary Outcomes

Vestibulo-ocular Reflex Gain Ratio

Time Frame: VOR measurements to determine gain were performed immediately before and after each approximately 30 minute training session. Pre- and post-training gains were then combined in the VOR gain ratio to determine the training effect.

The vestibulo-ocular reflex gain is the relationship between a rotation of the head and the evoked eye movement. The outcome measure is the ratio of the VOR gain after training to that before training. VOR gain is determined by a scaled fit of eye speed to evoking head speed (normal gain is 1). Note that this experiment was not a treatment of impairment but a test of the ability of the vestibular game to elicit motor learning (away from normal) in individuals with intact motor learning. In that context, an increase in the gain to a value greater than unity (faster eye movement relative to the head movement) is "better" with respect to the training goal, but it is not "better" with respect to real-world visual function, for which a gain of one is the goal. There is no threshold value for this type of motor learning experiment. Instead, the question is whether the gain is increased after training, and if so, by what percentage relative to the training goal.

Study Sites (1)

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