Feasibility and Usability of Immersive VR Mirror Therapy for Upper Limb Rehabilitation
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
Participants will receive virtual reality mirror therapy using head-mounted devices.
Intervention: Virtual Reality Mirror Therapy (Other)
Sham Group
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
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
Ramazan KURUL
Assoc. Prof
Abant Izzet Baysal University
