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Clinical Trials/NCT07039136
NCT07039136RecruitingNot Applicable

Feasibility and Usability of Immersive VR Mirror Therapy for Upper Limb Rehabilitation

Abant Izzet Baysal University4 sites in 1 country172 target enrollmentStarted: June 28, 2025Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Recruiting
Enrollment
172
Locations
4
Primary Endpoint
Simulator Sickness Questionnaire

Study Overview

Brief Summary

Mirror therapy has been shown to support motor recovery by stimulating neural mechanisms through visual feedback. Recent technological advancements, particularly in virtual reality (VR), have enabled the development of more immersive and interactive rehabilitation tools. This study focuses on evaluating the usability of a novel, Leap Motion-based Virtual Reality Mirror Therapy (VRMT) system designed to enhance upper limb rehabilitation in stroke patients by combining traditional mirror therapy principles with engaging, gamified digital environments.

Detailed Description

The VRMT system was developed to provide a low-cost, sensor-based rehabilitation tool that enables stroke survivors to engage in interactive upper limb exercises. Utilizing the Leap Motion sensor for real-time hand tracking, the system projects mirrored movements of the unaffected limb onto a virtual representation of the affected limb, reinforcing motor learning and neuroplasticity. The system includes multiple gamified tasks that simulate functional hand and arm movements within a virtual environment. Participants with subacute or chronic stroke used the system across several sessions, after which usability and user experience were assessed using standardized tools such as the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). This approach allows for detailed feedback on comfort, satisfaction, interaction quality, and perceived effectiveness, contributing to future development and clinical integration of VR-based rehabilitation technologies.The aim of this study is to evaluate the usability, acceptability, and user experience of a Leap Motion-based Virtual Reality Mirror Therapy (VRMT) system designed to support upper limb rehabilitation in individuals with stroke. By integrating traditional mirror therapy principles with immersive virtual environments, the study seeks to determine the feasibility of using this system in clinical and home-based rehabilitation settings.

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Other
Masking
Single (Outcomes Assessor)

Eligibility Criteria

Ages
18 Years to 60 Years (Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • Stereo acuity score of 3552 arc/sec in the Titmus Fly Test
  • No prior virtual reality experience

Exclusion Criteria

  • Severe sensory impairments (vision or hearing)
  • Being diagnosed with neurological disorders

Arms & Interventions

Virtual Reality Mirror Therapy Group

Experimental

Participants will receive virtual reality mirror therapy using head-mounted devices.

Intervention: Virtual Reality Mirror Therapy (Other)

Sham Group

Sham Comparator

Participants will receive conventional mirror therapy with mirror box and then experience mirrored hand activities in virtual reality environment.

Intervention: Conventional Mirror Therapy (Other)

Sham Group

Sham Comparator

Participants will receive conventional mirror therapy with mirror box and then experience mirrored hand activities in virtual reality environment.

Intervention: Sham Virtual Reality (Other)

Outcomes

Primary Outcomes

Simulator Sickness Questionnaire

Time Frame: One hour

"The SSQ evaluates 16 symptoms-including eye strain, nausea, sweating, and headache-using a four-point scale (none, mild, moderate, and severe). These symptoms are categorized into three overlapping subscales: nausea, oculomotor discomfort, and disorientation. Higher scores within each subscale reflect more intense experiences of simulator sickness. In military aviation contexts, a total SSQ score above 20 is typically interpreted as indicative of poor tolerance to simulation exposure. The total score generally ranges from 0 to 30, with higher scores indicating lower tolerance to simulated environments.

Secondary Outcomes

  • Presence Questionnaire(One hour)
  • Virtual Reality Sickness Questionnaire(One hour)
  • System Usability Scale(One hour)
  • Virtual Reality System Usability Questionnaire(One hour)

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Ramazan KURUL

Assoc. Prof

Abant Izzet Baysal University

Study Sites (4)

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