View clinical trials related to Virtual Reality.
Filter by:The goal of this clinical trial is to test the impact of virtual reality on rehabilitation for the patients after a major amputation. The main questions it aims to answer are: - Does the virtual-reality-assisted rehabilitation improve the life quality of patients (i.e. lesser pain, better spirit)? - Does the virtual-reality-assisted rehabilitation improve the daily life function of the patients? Participants will received a virtual-reality-assisted rehabilitation on the second postoperative day for ten days. The rehabilitation would be carried out two times per day and 30 minutes per training.
The main objective of this study is to evaluate the effect on pain and both Virtual Reality and Music Therapy as add-on therapy during wound care at the surgical wards in adults.
The purpose of this study is to determine if non-invasive distracting devices (Virtual Reality headset) are more effective than the standard of care (i.e., no technology based distraction) for preventing anxiety in parental and pediatric populations
This project will use a randomized controlled trial to test the effect of using Virtual Reality on pain, anxiety, patients' comfort, and satisfaction during colonoscopy. Patients will use a virtual reality head-mounted display and choose a visualized VR content to watch during colonoscopy. Colonoscopy will be initiated without standard sedatives and narcotics and using virtual reality distraction for as long as the patient would like (for a maximum of 20 minutes). Participants could opt out and/or request standard medications for pain at any time before or during the procedure.
From the gestation period, labor affects the mother due to both physical and emotional changes. Mothers experience new emotions and experiences since their admission to the delivery room. With the progression of the mother's physiological changes and labor in the delivery room, new situations arise. Although the birth process is a complex process, it can vary from person to person. In the delivery room, many preparations and applications are made for labor. A positive pregnancy and childbirth will affect both the motherhood process and later life periods. Every day, new applications are added to the applications made for the mother to leave the labor satisfied. Virtual reality (VR) glasses application has features such as relaxation, distraction, reducing focus on pain, painful and stressful applications. When the literature is examined, SG glasses are generally focused on pain in the field of women's health. In this study, it is aimed to evaluate the effect of watching videos with SG glasses on the fear of childbirth, NST results and delivery time by using the distraction feature of the mother in the delivery room. The study included mothers who came to Antalya Training and Research Hospital delivery room for vaginal delivery, aged 18-35, had no hearing and vision problems, had an uneventful pregnancy, and had no chronic disease in the fetus or mother. A total of 128 mothers with 64 experimental (32 primiparous, 32 multiparous), 64 control groups (32 primiparous, 32 multipara) and a total of 128 mothers will be included in the study by power analysis. For the randomization of this study, which was planned as a randomized controlled trial, "simple randomization method" stratified sampling, which was admitted to the delivery room and met the inclusion criteria, was used. In the study, mothers in the experimental group will be shown a nature video with SG glasses during the NST procedure. No intervention other than routine delivery room care will be applied to the control group. At the end of the study, it is expected that the level of fear of birth will decrease, the NST will be reactive, and the duration of labor will decrease with the relief of the mothers' SG glasses.
Migraine is a common, debilitating neurologic condition affecting more than 900 million individuals worldwide. Established treatments for migraine include medications, vitamin and herbal supplements, neuromodulation, and behavioral treatment strategies. This study aims to determine whether a novel, home-based behavioral approach, combined biofeedback-virtual reality therapy, can improve self-reported migraine-related outcomes in individuals living with chronic migraine. In this randomized, controlled pilot study, 50 adults with chronic migraine are randomized to the experimental group (frequent use of a heart rate variability biofeedback-virtual reality device plus standard medical care; n=25) or wait-list control group (standard medical care alone; n=25). The primary outcome is reduction in mean monthly headache days between groups at 12 weeks. Secondary outcomes include mean change in acute analgesic use frequency, depression, migraine-related disability, stress, insomnia, and catastrophizing between groups at 12 weeks. Tertiary outcomes include change in heart rate variability and device-related user experience measures.
The goal of this clinical trial is to evaluate the effectiveness of an immersive virtual-reality (IVR) based stimulation program, in improving visual perception for people who have lost their driver's license due to perceptual or cognitive impairments. The main questions it aims to answer are: 1. Can the 6-week IVR stimulation program help improve driving performance? 2. Will participants experience improvement in visual detection and perception after training? Study Design Summary: - Participants will be randomized into a waitlist group or intervention-first group - The VR-based intervention will consist of training every 2 days for six weeks - Waitlist group will wait 6 weeks before starting intervention at study midpoint (week 7) - Intervention-first group will begin with intervention (week 1-6) and then stop intervention at study midpoint - Participants will complete tests related to driving performance, visual attention, and visual fields at the start of study, midpoint, and end of study Researchers will analyze data for changes from baseline in outcome measures.
Purpose: It is aimed to evaluate the effect of structured exercise, wii-based exergame and wii-based serious game exercise protocols on functional parameters in individuals with pes planus. Method: 69 individuals with Pes Planus between the ages of 18-25 who met the inclusion criteria will be included in the study. Pedobarographic analysis, navicular drop test, flexibility, balance, femoral anteversion and lower extremity muscle strength measurements will be performed on the participants before and after the treatment. In addition, demographic information of individuals will be recorded through a survey. After the initial evaluation, participants will be randomly assigned to one of three groups. All subjects participating in the study will be treated under the supervision of a specialist physiotherapist for a total of 18 sessions, 3 days a week for 6 weeks, 40 minutes each session. Structured exercise group; short foot exercise, towel curl exercise, toe walking, heel walking, tandem walking, eccentric gastrosoleus stretching at the edge of the stairs, collecting objects from the ground with the toes, balance exercises on one foot will be performed. Penguin Slide, Tightrople Tension, Tilt Table, Soccer Heading and Balance Bubble games, which are balance games of the Nintendo wii game console, will be played for the Wii-based exergame group for 8 minutes each and a total of 40 minutes per session. For Wii-based serious game group, 3 games, Balance Surf, Balance Adventure and Balance Maze, which are among the balance games included in the Becure Balance System that works integrated with the Wii Balance Board, will be played for 40 minutes each session under the supervision of an expert physiotherapist. After the treatment, all measurements will be repeated, the difference between before and after treatment and the superiority of different treatment protocols will be tried to be determined.
The aim of this study is to measure the knowledge and attitude levels of women who play a key role in society on reproductive health and family planning, and to determine the changes in their attitudes and behaviors after face-to-face training with virtual reality application.
In this study, the effect of virtual reality, which is one of the pain relief methods, on the pain, fear and emotional appearance associated with the procedure, was evaluated in children aged 4-12 years who will undergo phelobotomy in a Pediatric Hematology and Oncology outpatient clinic.