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Table Top Exerciser and Virtual Reality for upper limb rehabilitation of people with stroke.

Effect of use of a Table Top Exerciser and Virtual Reality in a chronic stroke population on the upper limb component of the Fugl-Meyer score.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12613001079730
Enrollment
15
Registered
2013-09-26
Start date
2010-04-08
Completion date
2013-05-01
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

The proposed research study will trial an arm skate embedded with a computer mouse (the Smart Skate) and virtual reality (VR) to establish the effectiveness as therapeutic table-top rehabilitation for the weakened upper limb of subjects who have suffered a stroke. VR is where a computer displays task-based ‘games’ that direct and prompt the user to exercise whilst providing feedback on performance. This will be done by comparing the outcomes of 4 - 6 weeks of 4 sessions per week Smart Skate + VR therapy in a group of people with hemiparesis as a result of stroke (chronic stroke participants). Assessment using an established physical outcome measure (the Fugl-Meyer assessment) and strength testing will occur before and after the intervention.

Interventions

We are studying the effectiveness of a non-robotic assistive device (the Smart Skate) used in conjunction with computer games (virtual reality) in improving arm function in stroke survivors. The Smart Skate is a unilateral exercise device which is operated on a table top, similar conceptually to traditional sliding board exercises to allow reaching while supported against gravity. The Smart Skate comprises a tray that supports the lower arm, with Velcro straps to hold the arm on the tray. Embedd

We are studying the effectiveness of a non-robotic assistive device (the Smart Skate) used in conjunction with computer games (virtual reality) in improving arm function in stroke survivors. The Smart Skate is a unilateral exercise device which is operated on a table top, similar conceptually to traditional sliding board exercises to allow reaching while supported against gravity. The Smart Skate comprises a tray that supports the lower arm, with Velcro straps to hold the arm on the tray. Embedded within the support, beneath the hand, is a standard computer mouse that controls a cursor on a computer screen. Participants play a range of specially developed computer games which encourage reaching movements. The intervention last for 4 - 6 weeks, with participants playing 45 - 60 min of computer games 4 days per week until a 16 hours of intervention is completed, based on the findings of Kwakkel et al (2004). Participants are supervised and the amount of time spent playing computer games is recorded to determine adherence.

Sponsors

Kimberlee Jordan
Lead SponsorIndividual

Study design

Allocation
Non-randomised trial
Primary purpose
Treatment

Eligibility

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

Inclusion criteria

Obtained and signed (self or legal carer) informed consent. Completed Physician/Doctor medical clearance. Diagnosis of ischaemic or haemorrhagic cerebrovascular accident as included in the World Health Organization ICD-10 classification system I61, I62.9, I63, and I64 categories, and at least 6 months post stroke

Exclusion criteria

Inability to provide informed consent. Pre-existing neurological conditions or previous brain trauma. Range of movement limitation due to pain, previous trauma or pre-existing conditions. Diagnosed psychological disorder at time of screening that is likely to prevent full participation. Inability to correctly visualize a sample screen of the trial virtual reality computer game. Unstable medical status Upper limb lymphodema. MRC Grade 0, 1, or 5 for shoulder flexion and elbow flexion power

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026