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Evaluation of a virtual reality-based rehabilitation program for older adults undergoing inpatient rehabilitation.

Evaluation of a virtual reality-based rehabilitation program to improve strength and mobility outcomes for older adults undergoing inpatient rehabilitation for non-stroke related conditions.

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12621000134820
Acronym
VIGOR (VIrtual reality Gamification for Older Rehabilitation patients)
Enrollment
30
Registered
2021-02-10
Start date
2021-02-15
Completion date
2021-05-14
Last updated
2021-02-16

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 (VR) shows promise in rehabilitation. With the advent of new technologies, such as the Oculus Quest, immersive technologies have become more available and cost effective. We plan to compare VR rehabilitation therapy to standard therapy for older adults who are undergoing inpatient rehabilitation. Our hypothesis is that the use of VR exercises is feasible, acceptable to therapists and patients, improves the experience of rehabilitation, as well as improve functional performance in rehabilitation patients.

Interventions

Study design: -The study will be performed at Brunswick Private Hospital, which is a dedicated rehabilitation facility. The study will run for 4 months. The plan to enrol 30 patients who require rehabilitation for orthopaedic, musculoskeletal or general reconditioning post medical or surgical illness. Their outcomes will be compared to 30 aged matched historical controls whose data will be collected as a standard part of musculoskeletal rehabilitation. Exercises were developed by Prof Kwang Lim

Study design: -The study will be performed at Brunswick Private Hospital, which is a dedicated rehabilitation facility. The study will run for 4 months. The plan to enrol 30 patients who require rehabilitation for orthopaedic, musculoskeletal or general reconditioning post medical or surgical illness. Their outcomes will be compared to 30 aged matched historical controls whose data will be collected as a standard part of musculoskeletal rehabilitation. Exercises were developed by Prof Kwang Lim in consultation with treating physiotherapists and occupations therapists based on standard therapy. ALO were involved in software design of appropriate virtual reality programs that include ( four seated exercises; arm extensions, hip flexion, knee extension and lateral trunk movements. Equipment required: Virtual reality goggles – these will be uploaded with the ALO VR software Virtual reality sensors – for upper/lower limbs ALO Virtual reality software Therapy Session: Therapy session will be 20 minutes daily for 14 days. Therapy will be one-on-one. Therapy attendance will be recorded. Setup of session – 15 minutes Initial setup of room Setup of 4 seated stations with allocated VR goggles Transfer of patients from ward area to therapy room Application of VR sensors – application of Velcro sensors to both wrists and legs which work in conjunction with the VR goggles and software. This will allow the VR goggles to track the patient’s movement Initial calibration of VR goggles – this will take approximately 2 minutes to occur per patient. The patient will have the goggles placed on their face (similarly positioned to that of glasses or sunglasses). Patients will remain seated in the same position and VR goggles will be able to switch between different programs. Provision of VR therapy session: -The VR session will last for approximately 5 minutes and the patient is expected to undertake a total of 4 stations per therapy session -There are two stations that focus on lower limb movement, one station for trunk movement and one station for upper limb movement -Once initial setup and calibration has occurred, session can commence Therapy stations: 1. Lower limb station (1) – the patient will be in a seated position and the patient will wear the VR goggles and will be required to stamp on virtual boxes. This exercise is anticipated to improve function with hip flexion/extension. 2. Lower limb station (2) – the patient will be in a seated position and the patient will wear the VR goggles and will be required to kick virtual footballs. This exercise is anticipated to improve function with knee flexion/extension. 3. Trunk station - the patient will be in a seated position and the patient will wear the VR goggles and will be required to catch virtual musical notes with a trumpet. This exercise is anticipated to improve function with lateral trunk flexion, core stability, seated balance. 4. Upper limb station - the patient will be in a seated position and the patient will wear the VR goggles and will be required box objects in front of them. This exercise is anticipated to improve function with shoulder/elbow flexion/extension

Sponsors

ALO
Lead SponsorCommercial sector/Industry

Study design

Allocation
Non-randomised trial
Primary purpose
Treatment

Eligibility

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

Inclusion criteria

Patients requiring rehabilitation for musculoskeletal/orthopaedic rehabilitation of reconditioning post medical or surgical illness Ability to provide consent Aged 65 years and above Able and willing to consent to VR exercises Able to follow two stage commands

Exclusion criteria

Stroke rehabilitation patients Unable to consent (e.g.: non-English speaking) Below 65 years of age Patients with dementia Non weight bearing on lower limbs Claustrophobia or Vestibular or Symptoms of dizziness No specific medications should preclude patient participation

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026