Feasibility of Virtual Reality Games Using Head-mounted Display on Patients With Brain Disorders
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 12
- 试验地点
- 2
- 主要终点
- Change of Action Research Arm Test
研究概览
简要总结
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Device Feasibility
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •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
排除标准
- •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
研究组 & 干预措施
Virtual rehabilitation
Upper limb rehabilitation using virtual reality with a head-mounted display (HTC Vive; HTC Co., New Taipei City, Taiwan)
干预措施: Virtual rehabilitation (Device)
结局指标
主要结局
Change of Action Research Arm Test
时间窗: at study completion, an average of 1 month
19 items including grasp, grip, pinch, and gross arm movement
次要结局
- Patient's satisfaction(at study completion, an average of 1 month)
- Patient's discomfort(at study completion, an average of 1 month)
- Change of Box and Block Test(at study completion, an average of 1 month)
- Change of Modified Barthel Index(at study completion, an average of 1 month)
- Time of participation(at study completion, an average of 1 month)
研究者
Han Gil Seo
Clinical Assistant Professor
Seoul National University Hospital
