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Motor Learning of Stroke Patients in Virtual Environments

Not Applicable
Conditions
Stroke
Stroke Sequelae
Interventions
Other: Conventional physical therapy
Other: 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
Inclusion Criteria
  • 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.
Exclusion Criteria
  • Unilateral neglect and uncorrected primary auditory or visual impairment.

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Control GroupConventional physical therapyThe control group will undergo 30 minutes of Conventional physical therapy in twelve sessions (4 weeks).
Experimental GroupVirtual realityExperimental 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 GroupConventional physical therapyExperimental 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
NameTimeMethod
Change the angle of movementChange from baseline until 30 days.

Angle of extension of the elbow joint (in degrees) measured before and after the intervention.

Secondary Outcome Measures
NameTimeMethod
Change the EEG power of alpha and beta wavesChange from baseline until 30 days.

EEG power of alpha and beta waves (uV2) measured before and after the intervention.

Change the Absolute errorChange 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

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