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)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial tests a new method to improve thinking skills and walking ability in stroke survivors. One group will use virtual reality combined with a special treadmill (omnidirectional virtual reality and treadmill training), while the other group will perform traditional exercises. The researchers aim to determine if the virtual reality method can more effectively enhance balance, walking, and overall quality of life. Individuals who had a stroke more than six months ago and have difficulty walking may be suitable for this trial. Participants should live near Halifax, Nova Scotia, and be able to exercise for at least 15 minutes without major health or vision issues affecting walking.

As an unphased trial, this study provides a unique opportunity to explore innovative rehabilitation methods that could enhance recovery and quality of life.

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 prior data suggests that this virtual reality and treadmill training is safe for stroke survivors?

Research has shown that using virtual reality with treadmill exercises is generally safe and well-received. Studies with similar setups have found that stroke survivors often walk faster and feel more motivated, with no major side effects. Although detailed safety data from large groups is lacking, virtual reality has shown promise in addressing various health issues. This suggests it could be safe for stroke recovery as well. Before joining a trial, discussing potential risks and benefits with a doctor is important.12345

Why are researchers excited about this trial?

Researchers are excited about using omnidirectional virtual reality and treadmill training for stroke rehabilitation because it offers a new, immersive way to engage patients. Unlike traditional physiotherapy that typically involves repetitive, unidirectional treadmill exercises, this method uses virtual environments to simulate real-world scenarios, which could enhance motor learning and engagement. Additionally, the ability to move in multiple directions can better mimic everyday activities, potentially leading to more effective recovery of mobility and coordination for stroke survivors.

What evidence suggests that this trial's treatments could be effective for stroke survivors?

Research has shown that virtual reality (VR) can aid stroke survivors by enhancing both physical abilities and mental well-being. Studies have found that VR therapy significantly increases walking speed and distance, as well as overall movement. It also boosts motivation and supports neuroplasticity, which aids recovery. In this trial, participants in the Omni-VR group will train using omnidirectional virtual reality and treadmill training, which has proven especially effective for those more than six months post-stroke. This suggests that VR and treadmill training could be a promising method for stroke recovery.46789

Are You a Good Fit for This Trial?

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 for a Trial Participant

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

What Are the Treatments Tested in This Trial?

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.
How Is the Trial Designed?
2Treatment groups
Experimental Treatment
Active Control
Group I: Omni-VR groupExperimental Treatment1 Intervention
Group II: Control groupActive Control1 Intervention

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+

Published Research Related to This Trial

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]
In a study involving 105 stroke patients, both Nintendo Wii gaming and conventional therapy did not show significant improvements in upper limb recovery compared to a control group after 12 sessions over 3 weeks.
The primary outcome measure, the Fugl-Meyer assessment, and secondary measures indicated no differences in recovery outcomes among the three groups at the end of the intervention or at follow-up periods of 4 and 8 weeks.
Efficacy of a Virtual Reality Commercial Gaming Device in Upper Limb Recovery after Stroke: A Randomized, Controlled Study.Kong, KH., Loh, YJ., Thia, E., et al.[2019]
Virtual reality (VR) interventions, when combined with conventional therapy, appear to be more effective than conventional therapy alone for improving upper limb function in stroke patients, based on an overview of 58 systematic reviews involving 345 unique studies.
Despite the promising results for upper limb function, the overall methodological quality of the reviews was low, indicating that while VR shows potential, clinicians should be cautious and consider individual patient needs and preferences when integrating VR into rehabilitation practices.
Effectiveness and safety of virtual reality rehabilitation after stroke: an overview of systematic reviews.Bargeri, S., Scalea, S., Agosta, F., et al.[2023]

Citations

Virtual Reality and Treadmill Training for StrokeResearch shows that virtual reality (VR) can help in stroke rehabilitation by improving physical and psychological recovery.
Effect of Virtual Reality–Based Therapies on Lower Limb ...Subgroup analyses showed that VR therapy was more effective in patients more than 6 months after stroke and less effective between 7 days and 6 ...
3.pubmed.ncbi.nlm.nih.govpubmed.ncbi.nlm.nih.gov/40485326/
Effectiveness of VR Intervention Coupled with Treadmill ...ResultsTen RCTs involving 266 participants were included. Virtual reality interventions significantly improved gait speed, stride length, and ...
The effect of virtual reality-based treadmill gait training on ...Conclusion: This study demonstrated that VR-based treadmill gait training effectively improved gait performance, functional mobility, balance, ...
Omnidirectional Virtual Reality and Treadmill Training and ...It has also been demonstrated to be effective in improving motivation among stroke survivors and augmenting neuroplasticity. Omnidirectional treadmill ...
Using Omnidirectional Virtual Reality and Treadmill ...It has also been demonstrated to be effective in improving motivation among stroke survivors and augmenting neuroplasticity. Omnidirectional treadmill ...
Using Omnidirectional Virtual Reality and Treadmill ...The primary objective of this pilot randomized controlled trial (RCT) is to test the feasibility (recruitment rate, retention rate, ...
Potential of the omnidirectional walking platform with virtual ...VR has shown therapeutic potential in the rehabilitation of patients with chronic conditions such as stroke, Parkinson's disease, low back pain ...
Gait patterns during overground and virtual omnidirectional ...Omnidirectional treadmills utilize various mechanical approaches to allow the user to move more naturally within virtual environments, including ...
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