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Clinical Trial Details — Status: Completed

Administrative data

NCT number NCT04297774
Other study ID # TMU-JIRB N201912048
Secondary ID
Status Completed
Phase N/A
First received
Last updated
Start date May 2, 2020
Est. completion date July 25, 2021

Study information

Verified date February 2021
Source Taipei Medical University Shuang Ho Hospital
Contact n/a
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

Pablo is a new virtual reality (VR) game combined with wearable motion sensor system which can targeted intervention in an interactive environment, immediate and sensitive feedback about the user's performance, a motivating effect due to game-based feature. Unlike commercial camera systems such as Kinect or force platforms, the systems require a continuous sightline or restrict the base of support which may increase risk of falling. Few of studies had investigated the rehabilitation effects on balance with Pablo for patients with stroke. The purpose of this study is to investigate the effects of virtual reality training through Pablo system in patients with chronic stroke.


Description:

Pablo is a new virtual reality (VR) game combined with wearable motion sensor system which can targeted intervention in an interactive environment, immediate and sensitive feedback about the user's performance, a motivating effect due to game-based feature. Unlike commercial camera systems such as Kinect or force platforms, the systems require a continuous sightline or restrict the base of support which may increase risk of falling. Few of studies had investigated the rehabilitation effects on balance with Pablo for patients with stroke. PURPOSE: The purpose of this study is to investigate the effects of virtual reality training through Pablo system in patients with chronic stroke. METHODS: A prospective, randomized, controlled, blinded assessor design was used. Patients with stroke were recruited and randomly assigned to a "virtual reality(VR) group" (n = 20) and "functional balance training (FBT) group" (n = 20). After 18 training sessions (60 minutes per session, 2 sessions per week), outcome measures which included the Berg Balance Scale, the Timed Up and Go Test (cognition), a gait analysis, the Activities-Specific Balance Confidence scale, Stroke Impact Scale (SIS), Level of pleasure, and frequency of adverse events. The data were analyzed using nonparametric tests, and significance was indicated at α < 0.05.


Recruitment information / eligibility

Status Completed
Enrollment 40
Est. completion date July 25, 2021
Est. primary completion date May 30, 2021
Accepts healthy volunteers No
Gender All
Age group 20 Years to 75 Years
Eligibility Inclusion Criteria: - Patients were included if they had first stroke with hemiplegia. - Could stand for 5 minutes without support. - Chronicity of >6 months. - Could understand instructions. - Brunnstrom stage of LE =?. Exclusion Criteria: - Patients who were aged <20 years and >75 years - Patients with visual or auditory impairment who were unable to see or hear the feedback from the device clearly - Montreal Cognitive Assessment <16 - Modified Ashworth Scale score of >2 - Patients with other medical symptoms that can affect movement.

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
virtual reality treatment
18 virtual reality training through Pablo system (30 minutes a time, 2-3 times a week). Postural transition included sit-to-stand, sit down, reaching to different directions, stepping to different directions with weight transfer, and bending the trunk forward and side to side. The controller was attached to lower extremity or trunk to control the game, such as elevator, hot air balloon, shooting cans, etc.
standard treatment
18 standard rehabilitation sessions (60 minutes a time, 2-3 times a week). The rehabilitative protocol focus on strengthening, endurance training, ambulation, and ADL training that included: (1) Hip flexor and knee extensor strengthening with resistance progressing used by weight bag or Thera-band. (2) Cycle ergometer riding with increase speed and resistance. (3) Gait pattern and speed correcting through treadmill and parallel bar. (4) Hand functional training and strategy teaching for feeding, dressing, and toileting.
balance training
18 balance training sessions (30 minutes a time, 2-3 times a week) (1) Facilitated the balance reaction through weight shifting exercise with standing on even surface to uneven surface, such as tilting board.(2) Postural transition included sit-to-stand, sit down, reaching to different directions, stepping to different directions with weight transfer, and bending the trunk forward and side to side. (3) Changed the standing requirement, such as single legged stance or lunge stance. (4) Increased perception complications through cognition or upper extremity task to improve dual task attention.

Locations

Country Name City State
Taiwan Taipei Medical University Shuang Ho Hospital Taipei

Sponsors (1)

Lead Sponsor Collaborator
Taipei Medical University Shuang Ho Hospital

Country where clinical trial is conducted

Taiwan, 

References & Publications (19)

Buracchio TJ, Mattek NC, Dodge HH, Hayes TL, Pavel M, Howieson DB, Kaye JA. Executive function predicts risk of falls in older adults without balance impairment. BMC Geriatr. 2011 Nov 9;11:74. doi: 10.1186/1471-2318-11-74. — View Citation

Cho K, Lee G. Impaired dynamic balance is associated with falling in post-stroke patients. Tohoku J Exp Med. 2013 Aug;230(4):233-9. — View Citation

Cuthbert JP, Staniszewski K, Hays K, Gerber D, Natale A, O'Dell D. Virtual reality-based therapy for the treatment of balance deficits in patients receiving inpatient rehabilitation for traumatic brain injury. Brain Inj. 2014;28(2):181-8. doi: 10.3109/02699052.2013.860475. — View Citation

de Haart M, Geurts AC, Huidekoper SC, Fasotti L, van Limbeek J. Recovery of standing balance in postacute stroke patients: a rehabilitation cohort study. Arch Phys Med Rehabil. 2004 Jun;85(6):886-95. — View Citation

Deutsch, J.E., Robbins, D., Morrison, J., Guarrera, B.P. , Wii-Based Compared to Standard of Care Balance and Mobility Rehabilitation for Two Individuals Post-Stroke. In Virtual Rehabilitation International Conference; Haifa., 2009: p. 117-120.

Gobbens RJ, van Assen MA. The Prediction of ADL and IADL Disability Using Six Physical Indicators of Frailty: A Longitudinal Study in the Netherlands. Curr Gerontol Geriatr Res. 2014;2014:358137. doi: 10.1155/2014/358137. Epub 2014 Mar 24. — View Citation

Hatano S. Experience from a multicentre stroke register: a preliminary report. Bull World Health Organ. 1976;54(5):541-53. — View Citation

Lange, B., S. Flynn, and A. Rizzo, Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation. Physical Therapy Reviews, 2009. 14(5): p. 355.

Laver KE, George S, Thomas S, Deutsch JE, Crotty M. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2015 Feb 12;(2):CD008349. doi: 10.1002/14651858.CD008349.pub3. Review. Update in: Cochrane Database Syst Rev. 2017 Nov 20;11:CD008349. — View Citation

Lohse KR, Hilderman CG, Cheung KL, Tatla S, Van der Loos HF. Virtual reality therapy for adults post-stroke: a systematic review and meta-analysis exploring virtual environments and commercial games in therapy. PLoS One. 2014 Mar 28;9(3):e93318. doi: 10.1371/journal.pone.0093318. eCollection 2014. — View Citation

Michael KM, Allen JK, Macko RF. Reduced ambulatory activity after stroke: the role of balance, gait, and cardiovascular fitness. Arch Phys Med Rehabil. 2005 Aug;86(8):1552-6. — View Citation

Ordahan B, Karahan AY, Basaran A, Turkoglu G, Kucuksarac S, Cubukcu M, Tekin L, Polat AD, Kuran B. Impact of exercises administered to stroke patients with balance trainer on rehabilitation results: a randomized controlled study. Hippokratia. 2015 Apr-Jun;19(2):125-30. — View Citation

Peters DM, McPherson AK, Fletcher B, McClenaghan BA, Fritz SL. Counting repetitions: an observational study of video game play in people with chronic poststroke hemiparesis. J Neurol Phys Ther. 2013 Sep;37(3):105-11. doi: 10.1097/NPT.0b013e31829ee9bc. — View Citation

Pichierri G, Wolf P, Murer K, de Bruin ED. Cognitive and cognitive-motor interventions affecting physical functioning: a systematic review. BMC Geriatr. 2011 Jun 8;11:29. doi: 10.1186/1471-2318-11-29. Review. — View Citation

Powell LE, Myers AM. The Activities-specific Balance Confidence (ABC) Scale. J Gerontol A Biol Sci Med Sci. 1995 Jan;50A(1):M28-34. — View Citation

Schmid AA, Van Puymbroeck M, Altenburger PA, Dierks TA, Miller KK, Damush TM, Williams LS. Balance and balance self-efficacy are associated with activity and participation after stroke: a cross-sectional study in people with chronic stroke. Arch Phys Med Rehabil. 2012 Jun;93(6):1101-7. doi: 10.1016/j.apmr.2012.01.020. Epub 2012 Apr 11. — View Citation

Smith, C., et al., Can non-immersive virtual reality improve physical outcomes of rehabilitation? Physical Therapy Reviews, 2012. 17(1): p. 1-15.

Volpe BT, Lynch D, Rykman-Berland A, Ferraro M, Galgano M, Hogan N, Krebs HI. Intensive sensorimotor arm training mediated by therapist or robot improves hemiparesis in patients with chronic stroke. Neurorehabil Neural Repair. 2008 May-Jun;22(3):305-10. doi: 10.1177/1545968307311102. Epub 2008 Jan 9. — View Citation

Yong Joo L, Soon Yin T, Xu D, Thia E, Pei Fen C, Kuah CW, Kong KH. A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke. J Rehabil Med. 2010 May;42(5):437-41. doi: 10.2340/16501977-0528. — View Citation

* Note: There are 19 references in allClick here to view all references

Outcome

Type Measure Description Time frame Safety issue
Primary Berg Balance Scale It is used to objectively determine a patient's ability (or inability) to safely balance during a series of predetermined tasks. It is a 14 item list with each item consisting of a five-point ordinal scale ranging from 0 to 4, with 0 indicating the lowest level of function and 4 the highest level of function and takes approximately 20 minutes to complete. Change from Baseline to 9 weeks follow up
Secondary Functional reach test Functional Reach Test (FRT) is a clinical outcome measure and assessment tool for ascertaining dynamic balance in one simple task. The patient is instructed to next to, but not touching, a wall and position the arm that is closer to the wall at 90 degrees of shoulder flexion with a closed fist. The assessor records the starting position at the 3rd metacarpal head on the yardstick.
Instruct the patient to "Reach as far as you can forward without taking a step." The location of the 3rd metacarpal is recorded. Scores are determined by assessing the difference between the start and end position is the reach distance, usually measured in inches. Three trials are done and the average of the last two is noted.
Change from Baseline to 9 weeks follow up
Secondary Time up and go-cognition In the TUG-cog, patients were asked to complete the test while counting backward by 3 from a randomly selected number between 20 and 100. Change from Baseline to 9 weeks follow up
Secondary Activities-specific Balance Confidence scale Activities-specific balance confidence (ABC) scale is a subjective measure of confidence in performing various ambulatory activities without falling or experiencing a sense of unsteadiness. Participants estimate on a scale of 0% to 100% how confident they are that they could perform activities such as picking a slipper up off of the floor or walking on a slippery surface without losing their balance. The item scores are then summed and divided by 16 to provide an overall mean balance confidence score.Higher scores indicate higher confidence. Change from Baseline to 9 weeks follow up
Secondary Stroke Impact Scale-physical domain The stroke impact scale (SIS) is a stroke-specific health-related quality of life (HRQoL) instrument, which was developed by Duncan et al. (1999) at the University of Kansas Medical Center, to measure the consequences of stroke in multiple domains, including physical (strength, hand function, activities of daily living (ADL), instrumental ADL, and mobility), emotion, memory/thinking, communication, and social participation. Where the score is the domain score for a particular domain, the mean is the mean of the nonmissing item scores within that domain, with each item scored in the range of 1 to 5. Using this algorithm, each domain score has a range of 0 to 100. Higher score indicate the higher health-related quality of life. Change from Baseline to 9 weeks follow up
Secondary Modified Physical Activity Enjoyment Scale It is used to measure the enjoyment of physical activity. The original 18-item PACES scale was used to assess enjoyment. Respondents were asked to rate "how you feel at the moment about the physical activity you have been doing"using a 7-point bipolar rating scale. Higher PACES scores reflect greater levels of enjoyment Every training session during 18 sessions, total sessions continued to 9 weeks
Secondary Adverse event times It is used to measure adverse event times, such as dizzy, pain, fall. Every training session during 18 sessions, total sessions continued to 9 weeks
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