30 Participants Needed

Virtual Reality and Treadmill Training for Stroke

(PROVE Trial)

AQ
Overseen ByAdria Quigley, PhD
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: Nova Scotia Health Authority
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

The primary objective of this pilot randomized controlled trial (RCT) is to test the feasibility (recruitment rate, retention rate, participant burden, adherence, technical issues, safety) and usability (system usability scale, SUS) of Omnidirectional treadmill Virtual Reality training (omni-VR) among chronic stroke survivors. Our secondary objective is to (1) estimate the extent to which cognition, brain activation during a dual task activity, walking ability, and dynamic balance change after 3 months of training among intervention participants (omni-VR) and traditional exercise controls, and (2) estimate the extent to which health-related quality of life and motivation co-evolve with our secondary outcomes. Researchers will compare the intervention group and control group to evaluate the impact of omni-VR on cognition and physical function among stroke survivors. Participants will: * undergo a 45-minute training session 3 times per week for 12 weeks * intervention group: omni-VR * control group: traditional exercise program (strengthening and walking activities)

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications. It's best to discuss this with the trial coordinators or your doctor.

What data supports the effectiveness of the treatment Omnidirectional Virtual Reality and Treadmill Training for stroke?

Research shows that virtual reality (VR) can help in stroke rehabilitation by improving physical and psychological recovery. Studies have found that VR-based therapies can enhance neural plasticity (the brain's ability to adapt and change) and aid in upper limb recovery, suggesting potential benefits for stroke patients.12345

Is virtual reality and treadmill training safe for stroke rehabilitation?

Virtual reality and treadmill training appear to be generally safe for stroke rehabilitation, with no serious adverse events reported. Some participants experienced dizziness, but overall satisfaction and adherence were high.678910

How is the treatment 'Omnidirectional Virtual Reality and Treadmill Training' unique for stroke rehabilitation?

This treatment is unique because it combines virtual reality (VR) with treadmill training to create an immersive environment that enhances motor learning and functional recovery after a stroke. VR provides task-specific training and multimodal feedback, which can help improve movement skills and transfer them to real-world tasks, potentially offering advantages over traditional rehabilitation methods.1341112

Eligibility Criteria

This trial is for chronic stroke survivors who had a stroke at least 6 months ago, can walk with minimal assistance, have walking limitations, moderate or severe cognitive impairment but can still exercise for at least 15 minutes. They must live near Halifax and not have other health issues affecting balance or vision.

Inclusion Criteria

I live within 50 km of Halifax, Nova Scotia.
I do not have vision loss or ignore one side of my body.
I can exercise for 15 minutes or more.
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Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants undergo 45-minute training sessions 3 times per week for 12 weeks using either omnidirectional virtual reality and treadmill training or traditional exercise program

12 weeks
36 visits (in-person)

Follow-up

Participants are monitored for safety and effectiveness after treatment

4 weeks

Treatment Details

Interventions

  • Omnidirectional Virtual Reality and Treadmill Training
Trial Overview The study tests if using Omnidirectional Virtual Reality (omni-VR) on a treadmill helps improve cognition, brain function during multitasking, walking ability, and balance in chronic stroke patients compared to traditional exercises. Participants will train three times weekly for three months.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Omni-VR groupExperimental Treatment1 Intervention
20 participants will undergo 45-minute training sessions 3 times per week for 12 weeks using omnidirectional virtual reality and treadmill training.
Group II: Control groupActive Control1 Intervention
10 participants will undergo 45-minute traditional physiotherapy training sessions including lower limb strengthening and unidirectional treadmill training 3 times per week for 12 weeks.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Nova Scotia Health Authority

Lead Sponsor

Trials
302
Recruited
95,300+

Brain Canada

Collaborator

Trials
22
Recruited
6,100+

Findings from Research

A review of 121 papers on virtual reality (VR) for post-stroke rehabilitation found that only 64% explicitly defined VR, highlighting a need for consistent terminology in the field.
The study developed a new taxonomy categorizing 16 mixed reality systems based on display type, information mixing, and input devices, which could improve communication and understanding of the efficacy and feasibility of different VR rehabilitation systems.
The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary.Huygelier, H., Mattheus, E., Abeele, VV., et al.[2023]
Immersive virtual reality (IVR) treatments showed comparable improvements in upper limb activity and daily functioning in stroke patients when compared to conventional therapy (CT), indicating its potential as an effective rehabilitation tool.
Non-immersive virtual reality (NIVR) also provided similar benefits to CT for various physical and psychological outcomes, but IVR may offer additional advantages for upper limb training, suggesting that the type of VR used can influence treatment effectiveness.
Computer-Mediated Therapies for Stroke Rehabilitation: A Systematic Review and Meta-Analysis.Mugisha, S., Job, M., Zoppi, M., et al.[2022]
Virtual reality (VR) shows promise as a safe and beneficial tool for stroke rehabilitation, with studies indicating positive outcomes in areas like upper limb rehabilitation, gait, and balance.
However, the overall quality of evidence is weak to moderate, with only three randomized controlled trials showing statistical significance, highlighting the need for more rigorous research to fully assess VR's effectiveness in this context.
Virtual reality in stroke rehabilitation: still more virtual than real.Crosbie, JH., Lennon, S., Basford, JR., et al.[2016]

References

The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary. [2023]
Computer-Mediated Therapies for Stroke Rehabilitation: A Systematic Review and Meta-Analysis. [2022]
Virtual reality in stroke rehabilitation: still more virtual than real. [2016]
Effects of Virtual Reality Intervention on Neural Plasticity in Stroke Rehabilitation: A Systematic Review. [2022]
Efficacy of a Virtual Reality Commercial Gaming Device in Upper Limb Recovery after Stroke: A Randomized, Controlled Study. [2019]
Safety and Feasibility of a First-Person View, Full-Body Interaction Game for Telerehabilitation Post-Stroke. [2020]
Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation. [2023]
Effectiveness and safety of virtual reality rehabilitation after stroke: an overview of systematic reviews. [2023]
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study. [2023]
Potential of the omnidirectional walking platform with virtual reality as a rehabilitation tool. [2023]
11.United Statespubmed.ncbi.nlm.nih.gov
Virtual environments for motor rehabilitation: review. [2022]
Effects of virtual reality in the early-stage stroke rehabilitation: A systematic review and meta-analysis of randomized controlled trials. [2023]
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