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Investigating the Impact of Virtual Reality Training on Punch Force, Speed, and Frequency in Amateur Boxers - A Pilot Study

Unveiling The Effect of Virtual Reality Training on Punch Force, Speed and Frequency Among Amateur Boxers - A Pilot Study - NIL

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
CTRI
Registry ID
CTRI/2025/05/086961
Enrollment
10
Registered
2025-05-15
Start date
Unknown
Completion date
Unknown
Last updated
2025-05-26

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

Conditions

None listed

Interventions

Intervention1: virtual reality: The subject is made to wear the virtual reality. VR training was performed by using Oculus Quest 3 headsets, which displays images at 1832 1920 pixels and at a refresh

Sponsors

KARNISHWARAN.K
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: Age: 18-25 years will be included Male amateur boxers will be included Subjects with BMI lesser than or equal to 25

Exclusion criteria

Exclusion criteria: Male Amateur boxer above age of 25. Female and male professional boxer. Any previous injury. Non cooperative subjects. Subjects with severe musculoskeletal, neural, somatic and psychiatric conditions.

Design outcomes

Primary

MeasureTime frame
PRESSURE SENSOR: It is a customized device used in measuring punching force, punching speed and frequency among boxing players through sensor which is imbedded into boxing bag Timepoint: 4 weeks

Secondary

MeasureTime frame
nilTimepoint: nil

Countries

India

Contacts

Public ContactMMANIKUMAR

SRM Institute of Science and Technology,kattankulathur

manikumm@srmist.edu.in8939164922

Outcome results

None listed

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