Skip to content

Virtual Reality Rehabilitation After Stroke Study

Virtual reality (VR) training in a standing posture as an adjunct to conventional in-patient rehabilitation to improve balance for individuals post-stroke as compared to seated VR training.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12613000710729
Acronym
VRRASS
Enrollment
60
Registered
2013-06-28
Start date
2011-05-24
Completion date
2013-03-12
Last updated
2020-01-13

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

Conditions

None listed

Brief summary

Virtual reality exercise therapy — similar to participating in a video game, only using the whole body — has been used for rehabilitation of stroke, spinal cord injury, Parkinson’s disease and traumatic brain injury. It has been shown to improve balance in patients with traumatic brain injuries and older adults. Studies of virtual reality training in stroke patients have shown similar benefits for balance and walking. The objective of this study is to compare the effects of training in a virtual environment in two positions (seated vs standing) while participants are also doing in-patient stroke rehabilitation. We hypothesize that virtual reality exercise therapy improves balance, weight bearing on the affected side, walking tolerance and certain aspects of function for those that train standing up. We also hypothesize that it is a safe and enjoyable activity for addition to the stroke rehabilitation program.

Interventions

Training was done with a virtual reality system (IREX) in a standing posture to work balance, reaching and mobility. Participants completed 10 sessions (roughly 1 hour long) which provided them with 10 to 33 minutes of actual playing time due to rests. Sessions were booked daily throughout the week for 2 consecutive weeks. Games were selected to challenge standing weight-bearing and transfer as well as controlled shifting of the centre of mass. For example, participants were in a virtual soccer

Training was done with a virtual reality system (IREX) in a standing posture to work balance, reaching and mobility. Participants completed 10 sessions (roughly 1 hour long) which provided them with 10 to 33 minutes of actual playing time due to rests. Sessions were booked daily throughout the week for 2 consecutive weeks. Games were selected to challenge standing weight-bearing and transfer as well as controlled shifting of the centre of mass. For example, participants were in a virtual soccer net and were instructed to save the virtual soccer balls that appeared on the screen by leaning side to side and reaching to save the balls. Participants were supervised by a registered kinesiologist who ensured proper training levels and closely monitored participants by standing arms reach away from the physio belt around the participant’s waist at all times to ensure no falls. Daily VR training sheets were completed to monitor progression in the games, amount of time spent playing games as well as adherence to the program.

Sponsors

Dr. Hillel Finestone
Lead SponsorIndividual

Study design

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

Eligibility

Sex/Gender
All
Age
18 Years to 99 Years
Healthy volunteers
No

Inclusion criteria

1) aged 18 or over; 2) admitted to the in-patient stroke rehabilitation program; 3) could stand unaided for 1-minute at the time of enrollment into the project 4) could provide informed consent.

Exclusion criteria

1) severe cognitive impairments (unable to follow instructions); 2) an unstable medical condition 3) vestibular deficits, vertigo or 4) seizure activity in the last 6 months

Outcome results

None listed

Source: ANZCTR · Data processed: Mar 8, 2026