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Clinical Trials/NCT03160352
NCT03160352CompletedNot Applicable

Effects of a Virtual Reality-based Dual-task Exercise on Vestibular Function in Healthy Community Dwellers. A Pilot Study

University of Zurich1 site in 1 country12 target enrollmentStarted: May 12, 2017Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Completed
Enrollment
12
Locations
1
Primary Endpoint
Dynamic Visual Acuity (DVA)

Study Overview

Brief Summary

The aim is to assess the effects of virtual reality-based intervention on vestibular functions in healthy community dwellers.

Detailed Description

Elderly usually experience an age-related type of vestibular disorder, which involves vertigo, dizziness and poor postural stability. These symptoms seem to contribute to the "geriatric syndrome", which describes a complex symptomatology. It usually has multiple causes and must be considered interdisciplinary. This study will only consider healthy elderly with an expected age-related degeneration of the vestibular system. In terms of restoring vestibular functioning, compensation can be classified into adaptation, substitution and habituation. Adaptation enhances the Vestibulo-ocular reflex, which is equivalent to restoration. Habituation on the other hand, accustoms the affected person to a conflicting situation, in order that the response of the Vestibulo-ocular reflex is avoided. Substitution is distinguished in literature between sensory and behavioral, in which the sensorial substitution transfers the importance given to proprioceptive and visual inputs and the behavioral substitution refers to avoidance strategies e.g. immobilization, increased blink reflex and prevention of head rotations. Slower gait speed may also be a method used by elderly for compensation during a task when the base of support is unstable. Considering recommendation future studies should incorporate examinations of functional gaze stability during typical daily tasks in more familiar settings as opposed to laboratory assessments. Increased head movement may disturb balance and the risk of falling may be raised while walking stairs. As head stability is challenged during stair descent, elderly with age-related visual and vestibular impairment have problems with completing this quotidian task. A way to consider these observations in vestibular rehabilitation is the use of a virtual reality environment, which provides a motivating and pleasant method to train and that includes exercises requiring head turns. Successful use of virtual reality in rehabilitation of vestibular patients has previously been implemented. However, these studies did not particularly to exercise head turns by completing an orientation task.

Study Design

Study Type
Interventional
Allocation
Na
Intervention Model
Single Group
Primary Purpose
Treatment
Masking
None

Eligibility Criteria

Ages
65 Years to — (Older Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • •Healthy community dwellers Adult male and female participant's (≥65 years) Signed informed consent after being informed

Exclusion Criteria

  • •Benign paroxysmal positional vertigo Acute pain Walking disability (independent walking <10 meters) Uncontrolled cardiovascular disease (e.g.: uncontrolled blood pressure) Weakness due to neurological problems

Arms & Interventions

Exergame

Experimental

The Senso is a training system (dividat, Schindellegi, Switzerland) for improving physical and cognitive function was used as exergame. With foot pushes participants triggered on a pressure-sensitive plate. The Senso game was projected with a beamer at white wall. To promote head movement during training the direction of the beamer was vertical tilted (± 15°) and horizontal turned (90°) with a remote controlled power panner.

Intervention: Exergame (Other)

Outcomes

Primary Outcomes

Dynamic Visual Acuity (DVA)

Time Frame: 30 minutes

The DVA is the measurement of visual acuity during head movement relative to baseline static visual acuity

Secondary Outcomes

  • Simulator Sickness Questionnaire (SSQ)(5 minutes)
  • Gait speed(5 minutes)
  • Functional Gait Assessment (FGA)(15 minutes)
  • Extended Timed Get-Up-And-Go (ETGUG)(15 minutes)

Investigators

Sponsor Class
Other
Responsible Party
Sponsor

Study Sites (1)

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