Feasibility of Virtual Reality Games Using Head-mounted Display on Patients With Brain Disorders
- Conditions
- Brain DiseasesUpper Extremity Dysfunction
- Interventions
- Device: Virtual rehabilitation
- Registration Number
- NCT03196739
- Lead Sponsor
- Seoul National University Hospital
- Brief Summary
Because virtual reality can provide more enriched environment, repetitive goal-oriented tasks, and increased patients' interest and motivation, it is expected to stimulate neuroplasticity of injured brain and promote recovery in patients with brain disorders. On the other hand, immersive virtual reality using a head-mounted display has not yet been attempted in the rehabilitation of patients with brain disorders. In addition to the benefits of existing virtual reality or game rehabilitation, immersive virtual reality can further enhance brain plasticity, such as the effect of mirror therapy or action observation, through self-awareness of the body in the virtual space. The purpose of this study is to investigate the feasibility of applying the immersive virtual reality using a head-mounted display in patients with upper extremity dysfunction due to brain disorders.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 12
- Patients with upper extremity dysfunction due to brain disorders (eg, stroke, traumatic brain injury, brain tumor, etc.)
- Patient who can move the upper limb against the gravity (MRC grade 3 or above in both shoulder and elbow flexion)
- Patient who can maintain stable sitting position
- Adults over 18 years old
- Patients who voluntarily agreed to participate in the study
- A moderate-to-severe cognitive impairment score of 18 or less in Mini-Mental Status Examination (MMSE)
- Peripheral nerve injury, joint disease, other diseases of the upper extremity dysfunctions other than brain disorders
- Patients with a history of severe dizziness or epilepsy
- Patients with other medical illness that are difficult to participate in the study
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Arm && Interventions
Group Intervention Description Virtual rehabilitation Virtual rehabilitation Upper limb rehabilitation using virtual reality with a head-mounted display (HTC Vive; HTC Co., New Taipei City, Taiwan)
- Primary Outcome Measures
Name Time Method Change of Action Research Arm Test at study completion, an average of 1 month 19 items including grasp, grip, pinch, and gross arm movement
- Secondary Outcome Measures
Name Time Method Change of Box and Block Test at study completion, an average of 1 month the number of blocks carried over the partition from one compartment to the other during the one-minute trial period
Change of Modified Barthel Index at study completion, an average of 1 month Evaluation of activities of daily living
Time of participation at study completion, an average of 1 month Total time of patient's participation in the study intervention
Patient's satisfaction at study completion, an average of 1 month Evaluation of patient's satisfaction to the study intervention using a Likert scale
Patient's discomfort at study completion, an average of 1 month Evaluation of patient's discomfort to the study intervention using a Likert
Trial Locations
- Locations (2)
Seoul National University Hospital
🇰🇷Seoul, Korea, Republic of
Korea Workers' Compensation & Welfare Service Incheon Hospital
🇰🇷Incheon, Korea, Republic of