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Neuroscience-inspired exercise to enhance outcomes for people with knee pain: clinical virtual reality exercise

Using virtual reality with exercise to assess gain change on peak knee angles: a case control study of people with and without knee pain

Status
Terminated
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12619001749190
Enrollment
31
Registered
2019-12-10
Start date
2019-07-01
Completion date
2020-02-20
Last updated
2021-07-05

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

Conditions

None listed

Brief summary

Background: Virtual reality (VR) is technology that completely immerses users in a virtual world and was originally developed for entertainment. VR games have been used during medical procedures to provide drug-free pain relief, and to increase motivation to exercise in conditions such as stroke, enabling potential new applications in rehabilitation. The enjoyment and distraction VR provides is fairly well understood, however the complex mechanisms underpinning pain relief are not. Aims: My aims are to combine VR with exercise in a novel approach that targets different contributors to chronic knee pain; the peripheral contributions and the central contributions. This study will provide pilot data on the types of visual illusions that impact pain and movement perception. Design: This application is to pilot the use of VR for larger scale studies, and to evaluate the visual contribution to movement and pain perception in people with and without anterior knee pain. To do this we will manipulate the amount people perceive they are moving (change in gain) compared to the real world. Participants will be asked to wear a VR headset while performing a number of squats, and will have their pain, squat depth and other clinical examination assessed.

Interventions

The intervention is supervised by two physiotherapists. The VR intervention is a single session and takes around 15 mins (including the rest periods) and the total testing time for the session takes approximately 1.5 hours. The intervention consists of changing the visual gain (which is the amount people perceive they are moving compared to the real world) via virtual reality goggles during a set of 36 squats. All participants will put on a virtual reality (VR) headset and all will complete

The intervention is supervised by two physiotherapists. The VR intervention is a single session and takes around 15 mins (including the rest periods) and the total testing time for the session takes approximately 1.5 hours. The intervention consists of changing the visual gain (which is the amount people perceive they are moving compared to the real world) via virtual reality goggles during a set of 36 squats. All participants will put on a virtual reality (VR) headset and all will complete the intervention. While wearing the VR headset participants will complete in total 36 bilateral squats plus 3 warm up squats. They will be asked to reproduce their 50% squat depth for all 36 squats. The 50% squat depth will be established in baseline testing prior to the intervention and measured using a biomechanical marker system (VICON). Warm up squats In the virtual environment, participants first see a soccer stadium and complete three warm up squats to get used to moving in the virtual world (no gain change). VR intervention Participants will next see an office environment consisting of a floor, walls, windows, ceiling, desk and chair. In the office environment they will complete the bilateral squat intervention under different gain conditions. The gain conditions manipulate the visual feedback to give the perception that they are moving more or less compared to the real world movement. During the intervention, participants will be asked to squat repeatedly to their 50% squat depth. Each block consists of 4 sets of 3 squats (totalling 12 squats) with a 2 minute rest in between each block. Within the block, each set of three squats will have a gain value applied to either increase gain, no change or decrease gain. There are five possible gain options within each block (2 with gain increases, 2 with gain decreases and one no change) so that within each block of 4 sets, participants will randomly receive 4 out of the five gain conditions. The control condition is where the change in vision in the virtual environment mimics real world movement. Increase in gain refers to two conditions where the change in vision in the virtual environment is greater than reality (moderate increase and maximum increase). Decrease in gain refers to two conditions where the change in vision in the virtual environment is less than in reality (moderate reduction and maximum reduction). The order of gain condition within a block of 12 squats will be randomised, and participants will complete 3 X 12 squats in total. Participants and researchers are blinded during the intervention as to whether the gain is neutral, increased or decreased. Following the completion of 36 squats, all participants will undergo post-session outcome measure testing including reproduction of the 50% squat depth.

Sponsors

La Trobe University
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used) (Subject, Caregiver, Investigator, Outcomes Assessor)

Eligibility

Sex/Gender
All
Age
18 Years to 65 Years
Healthy volunteers
Yes

Inclusion criteria

Knee pain group - non-traumatic chronic knee pain (> 3 months duration). - must be able to understand and read English No knee pain group - no current pain or history of knee pain within past year

Exclusion criteria

Acute knee pain (<3 months) Vertigo or dizziness Any neurological symptoms including numbness, pins and needles or weakness Psychiatric illness

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026