Motor Activity Clinical Trial
Official title:
Design of a Cognitive Motor Intervention Using a Video Game to Enhance Brain Activity: A Feasibility Study Including Healthy Participants and Heart Patients on the Intensive Care Unit
This project proposes the development and design of a motor intervention using a cognitive
video game and describes the feasibility, safety and acceptability of virtual augmented
video gaming device named Virtual Reality on the Intensive Care Unit (VRICU). The project in
two phases is performed in healthy participants (Phase 1) and heart patients after elective
heart surgery on the Intensive Care Unit (Phase 2).
Furthermore, brain function will be measured during exer-gaming with the VRICU device with
non-invasive instruments (fNIRS/EEG) in both the healthy participants and the heart
patients.
The VRICU device is a patient friendly construction to allow a patient exergaming in bed.
The project is a cooperation between scientist at the USZ (physiotherapist /
anaesthsiologists / engineers), human movement scientist at the ETHZ and (poly- / electro-)
mechanics at the Paul Scherrer Institut.
There is converging evidence at systems levels that physical exercise participation is
beneficial to cognition, especially to the different subtypes of attention. Such evidence
highlights the importance of promoting physical exercise to prevent or reverse cognitive and
neural decline. Accordingly, physical exercise can serve to promote function in patients.
Physical exercise games may be engaged to gauge performance increases in motor learning and
early rehabilitation programs as performed on an intensive care unit.
This project proposes the development and design of a cognitive motor intervention using a
custom video game (which will be performed in supine position in bed) to enhance brain
activity and describes the feasibility, safety and acceptability of virtual augmented video
dance gaming.
This project is divided in two (2) phases:
Phase1 The patients are not expected to exercise the video game in the usual standing
position due to their condition. Thus, we designed a patient friendly construction with
colleagues of the construction department of the Paul Scherrer Institute (Villigen,
Switzerland), which enables video game exercising in supine position. This construction and
custom video game will be tested first in healthy participants for feasibility,
acceptability and safety. Furthermore, brain activity of the participants will be measured
and evaluated, before during and shortly after playing the video game in 15 healthy
participants.
Phase 2 After the device and procedures tested in phase 1 is feasible, acceptable and safe,
maximal 10 patients on the ICU ward (receiving elective heart surgery, will be recruited to
evaluate the feasibility, safety, acceptability and effect on brain function of a custom
video exercise game.
The aims of this study are:
Phase 1 Objective To determine the feasibility, safety acceptability and effect of brain
function of a cognitive motor intervention using a custom video game in healthy
participants.
Phase 2 Objectives To determine the feasibility, safety and acceptability (if possible) of a
cognitive motor intervention using a custom video game at the Intensive Care Unit.
Evaluation of brain functions before, during and after exercising using a video game.
;
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