The Effects of Mirror-Based Virtual Reality Systems and Recalibration Software on Upper Extremity Function in Individuals Experiencing Hemiparesis Post-Stroke
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 1
- 试验地点
- 1
- 主要终点
- Change in grip strength
研究概览
简要总结
The goal of this study is to learn about the benefits of using a virtual reality gaming system that can be adjusted for a person who has upper arm weakness from stroke. The main question it aims to answer is whether strength and movement in the upper arm be improved by use of the gaming system.
Participants will be asked to complete initial measurements of upper arm function, play a video game for one hour, four times a week for five weeks, and repeat the measurements of upper arm function at the end.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Treatment
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •Self-reported diagnosis of stroke
- •Greater than 2 years post-stroke
- •Access to reliable transportation
- •History of weakness/hemiparesis of one upper limb
排除标准
- •Significant vision impairment or blindness
- •Non-English speaking
- •History of seizure or seizure disorder
- •Health conditions which would be exacerbated by low-intensity exercise
- •Inability to use arms independently for exercise
研究组 & 干预措施
Single subject case study
干预措施: Virtual reality gaming (Device)
结局指标
主要结局
Change in grip strength
时间窗: 6 weeks
Measured via hand dynamometer
Change in upper extremity active range of motion
时间窗: 6 weeks
Measured via goniometer
次要结局
- Change in aerobic fitness(6 weeks)
研究者
Jason Eugene Vice
Assistant Professor
University of Alabama at Birmingham
