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Virtual Reality clinical trials

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NCT ID: NCT06325579 Completed - Dysphagia Clinical Trials

Immersive Virtual Reality for Dysphagia

IVRys
Start date: May 24, 2021
Phase: N/A
Study type: Interventional

People who have suffered a stroke are at high risk of suffering from oropharyngeal dysphagia with long and intensive exercise programmes. Early access to treatment and engaging therapies is very important for recovery. Immersive virtual reality technology presents an innovative treatment that could help patients improve swallowing. The aim of this study is to improve swallowing in stroke patients using two bespoke immersive virtual reality treatment with real-time feedback. The study consisted in a small feasibility study with stroke patients suffering dysphagia (n = 6, aged of 39 to 80 (M=71.17, SD=15.94). Results obtained through interviews with the patients indicated no discomfort reported during the game. All patients reported enjoying the game and feeling engaged and immersive and four out of six patients reported that they would like to use it every day as part of their Speech and Language therapy. The SALT assistant involved in the study stated that the system had the potential to encourage patients to swallow, being more functional than conventional speech therapy. She identified improvements needed for a better functioning of the VR rehabilitation system for Dysphagia. In a future study, wireless headsets will be used, without a laptop, and it will be important to improve the reliability and design of the strain gauge or innovate in the use of a different technology.

NCT ID: NCT06313762 Completed - Pain Clinical Trials

Use of Virtual Reality in the Reduction of Pain After the Administration of Vaccines Among Children in Primary Care Centers.

Start date: January 18, 2022
Phase: N/A
Study type: Interventional

The objective of this randomized, multicenter, open-label, parallel, controlled clinical trial is to evaluate pain reduction during the administration of two vaccines in children aged 3 and 6 years through virtual reality. The main question[s] it aims to answer are: 1. To evaluate the reduction in pain during the administration of two vaccines in children aged 3 and 6 years. 2. To evaluate the reduction in anxiety during and after the administration of two vaccines in children aged 3 and 6 years. 3. Improve the satisfaction of parents or legal guardians after the administration of two vaccines in children aged 3 and 6 years. 4. Evaluate the Safety of the use of virtual reality glasses in children aged 3 and 6 years during the administration of vaccines. The study population will include children aged 3 and 6 years who are included in the patient registry and are being seen in a primary care center of the Catalan Institute of Health in Central Catalonia. The clinical trial has two assigned groups: a control group and an intervention group. The intervention group will use the Pico G2 VR goggles (Pico Interactive Inc) during the administration of the two vaccines, together with an Android AOYODKG tablet, which will be connected to the goggles as a controller. The control group participants will receive traditional distractors, such as being held by the parent or guardian who accompanies them to the appointment, receiving stickers at the end of the appointment, or receiving rewards that the parent or guardian has prepared from home. International Registered Report Identifier (IRRID): PRR1-10.2196/35910

NCT ID: NCT06246318 Completed - Virtual Reality Clinical Trials

Effects of VR in Children With DCD: Randomized Controlled Trial

Start date: January 25, 2024
Phase: N/A
Study type: Interventional

The aim of the study is to examine the effect of VR application on motor, cognitive and sensory-perceptual skills, and activity and participation levels in children with DCD. The hypotheses on which the study proposal is based are as follows: 1. H0: VR application has no effect on motor skills in children with DCD. H1: VR application has an effect on motor skills in children with DCD. 2. H0: VR application has no effect on cognitive skills in children with DCD. H1: VR application has an effect on cognitive skills in children with DCD. 3. H0: VR application has no effect on sensory-perception skills in children with DCD. H1: VR application has an effect on sensory-perception skills in children with DCD. 4. H0: VR application has no effect on the functional independence levels in daily living activities in children with DCD. H1: VR application has an effect on the functional independence levels in daily living activities in children with DCD. 5. H0: VR application has no effect on participation levels in children with DCD. H1: VR application has an effect on participation levels in children with DCD.

NCT ID: NCT06216236 Completed - Virtual Reality Clinical Trials

Effects of Physical Fitness Using a Kinect Interventional System

Start date: January 1, 2020
Phase: N/A
Study type: Interventional

The Kinect intervention system combined with aerobic exercise training can improve the quality of life of older adults in the community, standardize behavior regulation in exercise and improve fitness enthusiasm. Aerobic exercise training using the Kinect intervention system was more effective than traditional training

NCT ID: NCT06192498 Completed - Anxiety Clinical Trials

Effects of Virtual Reality Glasses, Kaleidoscope and Distraction Cards on Pain and Anxiety During Blood Draw in Children

Start date: August 1, 2018
Phase: N/A
Study type: Interventional

The study was designed as a randomized controlled experimental research with the purpose of determining the effect of distraction by using Virtual Reality Glasses, Kaleidoscope and Distraction Cards in reducing pain and anxiety during blood draw in children.

NCT ID: NCT06165861 Completed - Virtual Reality Clinical Trials

The Effect of Using Virtual Reality Glasses on Surgical Fear and Anxiety

Start date: February 14, 2022
Phase: N/A
Study type: Interventional

The purpose of this clinical study is to evaluate the effect of using virtual reality glasses on the surgical fear and anxiety levels of patients undergoing open heart surgery on the morning of surgery. The main hypotheses are: 1. The surgical fear level of patients who use virtual reality glasses on the morning of surgery is lower than patients who do not use virtual reality glasses. 2. The anxiety level of patients who use virtual reality glasses on the morning of surgery is lower than patients who do not use virtual reality glasses. Before the surgery, study group patients will be asked to watch videos using virtual reality glasses.

NCT ID: NCT06162364 Completed - Virtual Reality Clinical Trials

Surgical Hand Washing and Sterile Dressing Training With Virtual Reality Glasses

Start date: January 1, 2022
Phase: N/A
Study type: Interventional

ABSTRACT This study is a comparison of the impact of virtual reality on surgical handwashing and sterile dressing knowledge, skills, satisfaction, and confidence in nursing students enrolled in surgical nursing, as opposed to conventional teaching methods. Keywords: Virtual reality, surgical nursing education, surgical handwashing and sterile dressing skills, scenario-based education, three-dimensional video education.

NCT ID: NCT06159829 Completed - Virtual Reality Clinical Trials

The Effect of Virtual Reality on Pain and Anxiety in Patients Undergoing Upper Endoscopy

Start date: June 22, 2022
Phase: N/A
Study type: Interventional

Background: Virtual reality (VR) is a tool that uses three-dimensional computer graphics-based technologies to make an individual feel as if they are physically in the virtual environment by misleading their senses. In recent years, the use of VR has been widely used in clinical applications such as anxiety disorders, pain, and stress coping VR can be used to relieve acute pain and anxiety in hospitalized patients and was shown in several studies to reduce pain and anxiety levels Aim: to evaluate the effect of virtual reality on anxiety and pain in patients who underwent upper endoscopy without sedation. Design: A single-centre, parallel-group, randomised control trial. Methods: The study sample consisted of 100 patients assigned to the intervention group (n=50) or control group (n=50) by stratified block randomization to control for sex distribution. During the upper endoscopy procedure, patients in the intervention group watched a video of natural scenery through virtual reality goggles. The study outcomes were anxiety and pain.

NCT ID: NCT06156540 Completed - Virtual Reality Clinical Trials

Virtual Reality Glasses in Palliative Care

Start date: June 15, 2023
Phase: N/A
Study type: Interventional

Developments in medicine and technology have led to an increase in life expectancy and an increase in the need for palliative care. palliative Care aims to reduce or eliminate a life-threatening situation. The palliative care team cares for the patient and provides informal support to the patient. It should provide care that centers on caregivers (patient's relatives). Relatives of patients who provide palliative care are responsible for their care As it increases, problems such as fatigue, hopelessness and anger may occur. Problems experienced by caregivers of patients Eliminating this problem and integrating it into care by providing psychosocial support is essential for the quality of care. caregivers Health technologies can be used to support In our research, we found that virtual reality glasses were used in palliative care clinics. It is aimed to investigate the effect of patient relatives who care for inpatients on the psychological well-being and care burden. A randomized controlled research design was used in the study. The population of the research is a country in Turkey between June and October 2023. The study consisted of patient relatives who provide care to patients in the palliative care clinic of the public hospital in the province. To research Relatives of patients who met the participation criteria and agreed to participate (control group, n=22; experimental group, n=22) constituted the sample. Data were collected from "Caregiver Introduction Form", "Psychological Well-Being Scale", "Caregiving Burden Scale" and "Virtual Reality Glasses". It was collected using the "Satisfaction Form". Before starting the research, a preliminary study was conducted with four patient relatives. of research In the implementation, firstly the preliminary application of the data collection tools was made. Then, the experimental group was given weekly Videos containing 360-degree images were watched using virtual reality glasses for 30 minutes for three days. In the control group No intervention was made. At the end of the research, the final application of the data collection tools was made. From research The data obtained was analyzed with the SPSS 22.0 package program.

NCT ID: NCT06154850 Completed - Clinical trials for Rheumatoid Arthritis

Effects of Virtual Reality on Brain Hemodynamic Activity in Chronic Pain

Start date: November 7, 2023
Phase: N/A
Study type: Interventional

Virtual reality systems have been applied in recent years to reduce pain intensity and fear of movement in individuals with acute and chronic pain. The main mechanism of virtual reality methods in pain control is to provide the effect of distraction from pain. Virtual reality systems allow the individuals to feel themselves in a different environment and shift their attention to the game they are playing or the virtual world created rather than the pain they feel. This is thought to be the main mechanism of pain control. However, the cortical mechanism of the reduction in pain caused by virtual reality methods, especially in individuals with chronic pain, has not been fully elucidated. It is predicted that the integration of virtual reality methods into treatment protocols will gradually increase by time, especially as a result of the reflection of technological developments in clinical practice. At this point, fNIRS, which enables the assessment of the functionality of brain areas during movement, has the potential to reveal the response of the effect provided by virtual reality technology in the prefrontal cortex. The aims of our study were to examine brain hemodynamic activity during the experience of non-immersive and immersive virtual reality environments and the change in pain intensity after virtual reality applications in individuals with rheumatic diseases with chronic pain.