Stroke Clinical Trial
Official title:
Alternative Therapies for Improving Physical Function in Individuals With Stroke
Neurological impairment is a devastating disease for patients and their families and a leading cause of adult disability. Traditional rehabilitative therapies can help regain motor function and ameliorate disability. However, health care reimbursed rehabilitation is usually provided for up to 6 months post stroke (3 months in form of inpatient therapy and 3 months in outpatient therapy). There are increasing community and other facilities offering rehabilitation in form of conventional, recreational and alternative (Yoga, Tai-chi) therapy. However, implementation of these conventional therapy techniques in individuals with neurological disorder impairments is tedious, resource-intensive, and costly, often requiring transportation of patients to specialized facilities. Based on recent evidence suggesting significant benefits of repetitive, task-orientated training, investigators propose to evaluate the feasibility of an alternative dance and gaming based virtual dance and gaming based therapy to improve overall physical function of community-dwelling individuals with neurological impairments, compared to conventional therapeutic rehabilitation. This pilot study aims to systematically obtain pilot data on compliance and efficacy as well as performing power analysis and sample size calculation for developing it into a randomized controlled trial for extramural funding purposes. The objective of the study is to determine the safety, feasibility, compliance and efficacy of an alternative dance and gaming-based virtual gaming therapy to improve overall physical function of community-dwelling individuals with neurologically impairment and compare it to that of conventional rehabilitation and also to determine the gains in community participation and integration with longer-term compliance to the dance and gaming -based intervention.
This pilot study aims to systematically obtain pilot data on compliance and efficacy as well
as performing power analysis and sample size calculation for developing it into a randomized
controlled trial for extramural funding purposes. Aim 1: To determine the efficacy of an
alternative dance and gaming based cognitive-motor virtual reality therapy to that of a
conventional rehabilitation in a clinical setting to improve physical and cognitive function
of healthy adults and neurologically impaired community-dwelling individuals under both short
duration high intensity and long duration intervention paradigm. The primary safety outcome
would be the proportion of patients experiencing intervention-related adverse events during
the study period. The primary feasibility outcome would be the total time receiving
intervention (i.e. compliance). Motivation index found to correlate highly with compliance
will be evaluated by the self-report Intrinsic Motivational Inventory and serve as the
secondary factor. The primary efficacy outcome measures to determine improvements in physical
function would incorporate main domains: Sensorimotor impairment and function (upper and
lower extremity), balance control and fall-risk, cognition, cardiovascular function, and
community participation and integration administered pre and post intervention (details in
methods). Hypothesis 1: Investigators hypothesize that alternative dance and gaming based
cognitive-motor virtual reality therapy and perturbation training would show greater efficacy
through improvement in main domains of physical function (sensorimotor, balance control,
cognition, fall-risk, and cardiovascular function) compared to the conventional balance
training. Aim 2: To determine the compliance and gains in community participation and
integration following gaming based virtual reality intervention. Hypothesis 2: With same
number of sessions of both types of training, investigators hypothesize that virtual reality
based interventions would show better compliance to therapy through better score on Intrinsic
Motivational Inventory (IMI) than the conventional therapy. Higher IMI scores in this virtual
reality intervention group will be positively correlated with the improvements in quality of
life (Motor Activity Log), Community integration (CIQ) and Fall-risk reduction (Falls
Efficacy and Activities-specific balance confidence scales).
Aim 3: To compare the compliance and effect of a short duration high intensity training (20
sessions over 6 weeks) with a low intensity longer duration (36 sessions over 12 weeks)
balance training for the two types of interventions. Hypothesis 3: It is hypothesized that
for both types of interventions, short duration high intensity training will be as effective
for improvement in physical function as longer duration low intensity training. However, the
compliance of short duration training would be greater (higher IMI score) compared to the
longer duration training.
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