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Optimizing arm motor recovery in stroke

In participants with chronic post-stroke upper limb hemiparesis, does training in a virtual compared to a similar physical environment result in better arm motor recovery

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12611000858998
Enrollment
64
Registered
2011-08-12
Start date
2008-02-29
Completion date
2025-08-30
Last updated
2025-09-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

The objective of this research is to compare the effects of training arm movements in four different environments where each environment offers a different level of motivation and feedback to the learner. We will also determine how learners with different initial movement and cognitive problems can use the information provided by each environment to improve their arm movement and whether this may be related to their own level of motivation. A physical therapist and psychologist will measure each peson's level of arm movement and cognitive ability. People will then be divivded according to whether their problems in each area are mild or moderate and then they will be randomly assigned to one of 4 treatment groups. Each group will practice arm movements to 6 different targets for 12 seesions. Two groups will practice movements in a virtual reality game like environment and two will practice in a physical environment. Three of the 4 groups(3D VR, 2D VR & PE) will receive feedback on how well they make arm movements. Before and after practice and at a 3 month follow-up period, we will record how each participant points to targets.

Interventions

Multi-site study of effect of practice of reaching movements in virtual reality (VR) environments: Site 1 = 3D VR; Site 2 = 2D VR. Arm pointing movements are practiced in VR environment designed to resemble items on a shelf in the supermarket containing everyday products like juice, yogourt, peas and soda. One VR environment was created using three-dimensional software (3D VR) and the second VR environment was created using two-dimensional software (2D VR). Pointing targets were placed on two r

Multi-site study of effect of practice of reaching movements in virtual reality (VR) environments: Site 1 = 3D VR; Site 2 = 2D VR. Arm pointing movements are practiced in VR environment designed to resemble items on a shelf in the supermarket containing everyday products like juice, yogourt, peas and soda. One VR environment was created using three-dimensional software (3D VR) and the second VR environment was created using two-dimensional software (2D VR). Pointing targets were placed on two rows in the contralateral, central and ipsilateral arm workspace above and below shoulder height. In each VR, participants practiced pointing movements 72 times per one-hour session, 3 days a week for 4 weeks (12 sessions).

Sponsors

Dr. Mindy F Levin
Lead SponsorIndividual

Study design

Allocation
Randomised controlled trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used) (Investigator, Outcomes Assessor)

Eligibility

Sex/Gender
All
Age
40 Years to 80 Years
Healthy volunteers
No

Inclusion criteria

1) Single unilateral ischemic or hemorrhagic stroke 6-60 months previously; 2) Score of 3-6/7 on the arm subscale of the Chedoke-McMaster Stroke Assessment; 3) Aged between 40-80 years; 4) No other neurological, neuromuscular/ orthopaedic problems affecting the upper limb and trunk and 5) No significant attention deficits, neglect or apraxia

Exclusion criteria

1) Brainstem or cerebellar lesions 2) Difficulty in comprehending French and/or English

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026