The Effect of Virtual Reality Applied to a Task-Oriented Movement on the Upper Extremity for Healthy Individuals: Cross Over Study
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 26
- 试验地点
- 1
- 主要终点
- Reaction Time (RT) in milliseconds
研究概览
简要总结
This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Each participant completed a single-session intervention using the Oculus Quest 2 VR system. The study measured Joint Position Sense (JPS), Reaction Time (RT), and Gross Manual Dexterity using standard clinical tests before and after the intervention. The results will help understand how VR-based task-oriented movements influence upper extremity function and whether VR can be effectively used in rehabilitation and sports science applications.
详细描述
This description provides a summary of the key elements of the study protocol, focusing on the design, interventions, and general approach to evaluation. It does not include the full protocol document or detailed assessment procedures, which are available upon request.
This study is a randomized cross-over trial designed to investigate the acute effects of a task-oriented movement-based virtual reality (VR) application on upper extremity functions in healthy individuals. The primary aim is to evaluate the impact of VR-supported movement exercises on joint position sense (JPS), reaction time (RT), and gross manual dexterity.
The research involves 26 healthy participants who were randomly assigned to two intervention sequences:
Real Performance first (f-RP) group: Participants performed task-oriented movements in a real environment on the first day, followed by a VR-based task-oriented movement session on the second day.
Virtual Reality first (f-VR) group: Participants performed VR-based task-oriented movements on the first day, followed by a real environment session on the second day.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Crossover
- 主要目的
- Basic Science
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 30 Years(Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •to be over 18 years old,
- •volunteering to participate in the study,
- •having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).
排除标准
- •not having an upper extremity injury in the last year,
- •the presence of rheumatic disease,
- •pregnancy,
- •the presence of cervical disc herniation and thoracic outlet syndrome.
研究组 & 干预措施
Real Performance First (f-RP)
Participants first performed the task-oriented movement in a real environment. On the following day, they completed the same movement using a virtual reality (VR) system (Oculus Quest 2). Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.
干预措施: Real Performance Task-Oriented Movement (Behavioral)
Virtual Reality First (f-VR)
Participants first performed the task-oriented movement using a virtual reality (VR) system (Oculus Quest 2). On the following day, they completed the same movement in a real environment. Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.
干预措施: Virtual Reality Task-Oriented Movement (Behavioral)
结局指标
主要结局
Reaction Time (RT) in milliseconds
时间窗: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Reaction time was measured using a mobile application ("Reaction Time Test" app) before and after the intervention. Participants tapped the screen as quickly as possible when a visual stimulus appeared. The average reaction time (in milliseconds) over 25 trials was recorded.
次要结局
- Joint Position Sense (JPS) measured in degrees(Day 1 (immediately after intervention) and Day 2 (immediately after intervention))
研究者
Zarife Pancar
Assoc.Prof.
University of Gaziantep
