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Evaluating the possibility of using mobile phone based games for inner ear exercises.

Evaluating the feasibility of vestibular rehabilitation using Google Cardboard based virtual environments.

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
CTRI
Registry ID
CTRI/2017/05/008475
Enrollment
30
Registered
2017-05-03
Start date
Unknown
Completion date
Unknown
Last updated
2021-11-24

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

Conditions

Health Condition 1: null- 15 people with Unilateral Vestibular Dysfunction(Verified By ENG)

Interventions

Intervention1: Smartphone based VR game: The subjects played two games the "cardboard break" and "Follow me". Both the games made the subjects make simple head movements in and gaze at targets in the
and (b) to obtain nor- mative data for the different games, which could serve as a benchmark for assessing patient performance in the different games. After a healthy volunteer gave informed consent,
the levels were presented in a random order. After the completion of each level, subjects were allowed to rest for as long as they required. The testing sessions for each healthy subject lasted approx

Sponsors

Institutional Fluid Grant Christian medical College
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. All adult patients 18-60years with minimum best corrected vision 6/6 .Participants will be included if they have a clinical diagnosis of peripheral vestibular dysfunction (confirmed via ENG tests), and no other neurological deficit. 2. Participants will also have one of the following subjective complaints indicating a failure of vestibular compensation; disequilibrium, gait instability, vertigo/dizziness, or motion sensitivity.

Exclusion criteria

Exclusion criteria: Participants are excluded if they are unwilling or unable to use the Google cardboard.

Design outcomes

Primary

MeasureTime frame
Simulator Sickness Questionnarie(SSQ) and System Usability SCale(SUS)Timepoint: In the same day, immediately after playing the smartphone based VR games.

Secondary

MeasureTime frame
Head movement analysisTimepoint: The data will be collected when subjects play the game.

Countries

India

Contacts

Public ContactAravind Nehrujee

Christian Medical College, Vellore

siva82kb@cmcvellore.ac.in

Outcome results

None listed

Source: CTRI (via WHO ICTRP) · Data processed: Feb 4, 2026