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Telerehabilitation Through Serious Games in Virtual Reality in a Stroke Population (AutoRReVi)

Not Applicable
Conditions
Stroke
Cognitive Impairment
Healthy Subjects
Hemiparesis
Interventions
Behavioral: Motor and cognitive virtual reality-based assessments
Behavioral: Motor and cognitive virtual reality-based serious games
Registration Number
NCT04694833
Lead Sponsor
Université Catholique de Louvain
Brief Summary

After a stroke, individuals present with motor and/or cognitive impairments. These impairments limit activity, restrict participation and affect quality of life. Therefore, rehabilitation programs are provided from the earliest days. However, an important proportion of patients do not achieve the recommended amount of rehabilitation therapy (even in institutional systems). In fact, patients do not always have access to healthcare systems. Moreover, hospital resources and healthcare systems are often limited (especially in poor countries) which has led to the development of new cost-effective rehabilitation methods such as self-rehabilitation and tele-rehabilitation.

This study aims :

1. to develop and validate relevant self-assessments tools in virtual reality

2. to propose auto-adaptative virtual reality-based therapies based on the link between motor and cognitive functions.

Detailed Description

Not available

Recruitment & Eligibility

Status
UNKNOWN
Sex
All
Target Recruitment
400
Inclusion Criteria
  • Stroke patients (with hemiparesis or cognitive impairment such as apraxia, aphasia or hemineglect) OR healthy subjects
  • Able to undersand simple instructions
Exclusion Criteria
  • Other disease that could affect upper limb motor function or cognition

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Healthy subjectsMotor and cognitive virtual reality-based assessmentsSubjects who do not suffer from any pathology that could affect upper-limb motor function or cognition
Stroke patientsMotor and cognitive virtual reality-based assessmentsStroke patients with hemiparesis and/or cognitive impairments (such as apraxia, aphasia and hemineglect)
Stroke patientsMotor and cognitive virtual reality-based serious gamesStroke patients with hemiparesis and/or cognitive impairments (such as apraxia, aphasia and hemineglect)
Healthy subjectsMotor and cognitive virtual reality-based serious gamesSubjects who do not suffer from any pathology that could affect upper-limb motor function or cognition
Primary Outcome Measures
NameTimeMethod
Upper Extremity Fugl-Meyer AssessmentThrough study completion, on average 24 weeks

Highly recommended scale that assess upper limb motor function (0% = worse outcome; 100% best outcome).

The Bells TestThrough study completion, on average 24 weeks

A cancellation task, permits a quantitative and qualitative evaluation of visual neglect

System Usability ScaleThrough study completion, on average 24 weeks

Reliable tool for measuring the usability. It consists of a 10 item questionnaire with five response options for respondents; from Strongly agree to Strongly disagree

Box and Block TestThrough study completion, on average 24 weeks

A measure of manual dexterity and activity that requires repeatedly moving 1-inch blocks from one side of a box to another in 60 seconds.

Action Research Arm TestThrough study completion, on average 24 weeks

A 19 item observational measure used by physical therapists and other health care professionals to assess upper extremity performance (coordination, dexterity and functioning). Items are categorized into four subscales (grasp, grip, pinch and gross movement) and arranged in order of decreasing difficulty, with the most difficult task examined first, followed by the least difficult task. Task performance is rated on a 4-point scale, ranging from 0 (no movement) to 3 (movement performed normally).

Secondary Outcome Measures
NameTimeMethod
Upper limb 3D positionThrough study completion, on average 24 weeks

Upper limb 3D position will be measured with different virtual reality devices (Oculus Quest, htc Vive, REAtouch). This will be done thanks to the headset's infra-red camera or the controller's inertial measurement units.

Upper limb peak velocityThrough study completion, on average 24 weeks

Upper limb peak velocity will be measured with different virtual reality devices (Oculus Quest, htc Vive, REAtouch). This will be done by deriving 3D position (obtained previously thanks to the headset's infra-red camera or the controller's inertial measurement units) and extracting highest value.

Upper limb smoothnessThrough study completion, on average 24 weeks

Upper limb smoothness will be measured with different virtual reality devices (Oculus Quest, htc Vive, REAtouch). This will be done by deriving three times 3D position (obtained previously thanks to the headset's infra-red camera or the controller's inertial measurement units) and converting it to a logarithmic dimensionless jerk. Second option is to measure a spectral arc length (also computed from 3D position)

Trial Locations

Locations (1)

Cliniques universitaires Saint-Luc

🇧🇪

Brussels, Woluwé, Belgium

Cliniques universitaires Saint-Luc
🇧🇪Brussels, Woluwé, Belgium
Thierry Lejeune, Pr
Principal Investigator
Gaëtan Stoquart, Pr
Principal Investigator
Martin Edwards, Pr
Principal Investigator
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