Motor Learning of Stroke Patients in Virtual Environments
- Conditions
- StrokeStroke Sequelae
- Interventions
- Other: Conventional physical therapyOther: Virtual reality
- Registration Number
- NCT03583827
- Lead Sponsor
- Universidade Federal do Rio Grande do Norte
- Brief Summary
The aim of this study is to assess the motor learning of patients with chronic stroke in virtual environments. Half the patients will undergo conventional therapy and half virtual reality training using virtual game. The study will also include healthy individuals matched for age, sex, schooling and hand laterality.
- Detailed Description
Stroke is the main cause of long-term disability in adults and motor learning is vital for recovering from motor sequelae. A number of approaches have been proposed to promote motor learning, including virtual reality, which simulates a real world environment and is based on the assumption that skills acquired in a virtual world will be transferred to the real world. Virtual reality induces use-dependent plastic changes in response to stimulation of higher motor areas, recruiting the memory system containing stored motor programs. As such, these interactive interventions of virtual reality are based on the idea that stimulating the action processing system activates the cortical areas involved in movement execution.
These game characteristics allow activation of the mirror neuron system during the execution or observation of actions. Recent evidence suggests an important role for this neuron system in the improvement or motor recovery of patients. In this respect, observing an action in association with physical training may enhance the effects of motor training on the recovery of patients with stroke.
Recruitment & Eligibility
- Status
- UNKNOWN
- Sex
- All
- Target Recruitment
- 80
- Subjects diagnosed with the first episode of stroke, confirmed by medical imaging examination, unilateral brain injury, lesion time of at least 6 months;
- Right-handed and able to complete the assessment instruments;
- Individuals with affected upper limb movement skills, such as drinking water from a glass;
- Subjects able to remain in the orthostatic position, with or without gait assistive device.
- Unilateral neglect and uncorrected primary auditory or visual impairment.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Control Group Conventional physical therapy The control group will undergo 30 minutes of Conventional physical therapy in twelve sessions (4 weeks). Experimental Group Virtual reality Experimental group patients will be submitted to conventional therapy for 30 minutes and training of the affected upper limb using virtual reality, which will last 20 minutes over twelve sessions (4 weeks). Experimental Group Conventional physical therapy Experimental group patients will be submitted to conventional therapy for 30 minutes and training of the affected upper limb using virtual reality, which will last 20 minutes over twelve sessions (4 weeks).
- Primary Outcome Measures
Name Time Method Change the angle of movement Change from baseline until 30 days. Angle of extension of the elbow joint (in degrees) measured before and after the intervention.
- Secondary Outcome Measures
Name Time Method Change the EEG power of alpha and beta waves Change from baseline until 30 days. EEG power of alpha and beta waves (uV2) measured before and after the intervention.
Change the Absolute error Change from 15 trials during 20 minutes over twelve sessions (4 weeks). Absolute error evaluated by score which may vary from 0 (no error, the dart hits the central target) to 5 (maximum error, the dart does not hits the target).
Trial Locations
- Locations (1)
Department of Physical Therapy-Federal University of Rio Grande do Norte
🇧🇷Natal, RN, Brazil