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VR Error Augmentation for Bimanual Task Exercise

FEATHERS 2.0: Functional Engagement in Assistive Therapy Through Exercise Robotics v2.0

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03766711
Acronym
FEATHERSv2
Enrollment
5
Registered
2018-12-06
Start date
2018-01-10
Completion date
2019-09-24
Last updated
2020-11-02

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

Conditions

Acquired Brain Injury, Cerebral Palsy, Hemiparesis

Keywords

Bimanual Task, Motor Adaptation

Brief summary

This project is a continuing study from the FEATHERS project (NCT02290353) which focuses on developing novel home therapy program for persons with hemiparesis. This study will focus on examining motor behaviour and adaptation in neurodevelopmental hemiparesis (cerebral palsy, acquired brain injury (ABI)). New algorithms for motion control involved in encouraging active movement are developed and will be tested, but the study has the same therapeutic goal and focus as the original FEATHERS project of creating an engaging at-home bimanual upper limb training program. By incorporating existing gaming technology, we hope to discover novel ways to adapt commercial motion tracking controllers and visual feedback into engaging rehabilitative learning tools. This study will focus on a basic science aspect of human bimanual movements that can be incorporated into future applications of the full FEATHERS project devices. We believe that together these approaches will yield interventions that significantly improve functional ability and lead to improved quality of life.

Detailed description

(Main Phase Only - Data Collected with Clinical Population) The FEATHERS project at the RREACH Lab at The University of British Columbia focuses on developing and evaluating novel physical exercise technologies for kids with motor disabilities. The study team would like to study how immersive virtual reality (VR) technology can be used to benefit upper limb rehabilitation for persons with hemiplegia. The purpose of the experiment is to see how the use of error augmentation (i.e. adding visual or game element feedback to accentuate deviation from the desired exercise motion) might encourage persons with hemiplegia to engage their affected side more effectively by comparing the symmetry between the stronger and weaker limbs. It is also hypothesized that the immersive environment of VR and the ability to provide 1:1 direct visual feedback will increase active engagement to rehabilitative exercises in these populations. The study will address the question of whether error augmentation aids in the rehabilitation of the affected upper limb movement quality in hemiparesis when practicing bilateral reaching tasks. Specifically, can visual amplification of paretic asymmetry in an immersive VR environment improve movement quality in the affected side? Adolescents and young adults with hemiplegia (i.e. due to ABI, CP, etc.) and their adjoining therapists will be recruited for from the community. We will conduct testing in a single-session setup at the participant chosen location with an easily transportable system including a standard 2-3 sensor Oculus system hardware setup and software developed by the research team. Sessions conducted outside the research lab rooms will require a minimum of a 2m x 1.5m space for calibration. The participants will test all augmentation factors in a randomized order and the sessions are expected to take between 90-120 minutes. A short post-session usability survey will be administered and sample population demographic data will be recorded including age, gender, and handedness. Manual Ability Classification System (MACS) and Bimanual Fine Motor Function (BFMF) scores will be recorded or assessed to classify the upper limb motor ability of the sample set.

Interventions

OTHERPhysical Therapy

Repetitive bimanual task training for upper limb motor function recovery.

Sponsors

Kids Brain Health Network
CollaboratorUNKNOWN
University of British Columbia
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
BASIC_SCIENCE
Masking
SINGLE (Subject)

Masking description

Participant intervention arm will be randomized and they will not be told which whether the treatment is being applied in the current set. However, they will be instructed of the task goal at the beginning of the session and will be told that we will be modifying visual feedback to help improve reaching symmetry in some manner.

Eligibility

Sex/Gender
ALL
Age
13 Years to 21 Years
Healthy volunteers
No

Inclusion criteria

Inclusion for adolescents and young adults (ages 13-21 years) : i. Hemiplegia as a result of a neurological impairment (CP, ABI, paediatric stroke, etc.) ii. Use both eyes and visually interact using a stereoscopic device that allows a minimum interpupillary distance of 58mm iii. Comfortably support regular head motion while wearing a 470g head-mounted display iv. Ability to lift arms against gravity at least some distance away from their body (some shoulder and elbow flexion and extension) as reported by participant, consenting guardian, or adjoining therapist v. Ability to stand or sit independently for 15 minutes at a time in a chair without arm supports for a total of up to 120 minutes vi. Ability to follow instructions and verbally communicate in basic English (as determined by referring therapist)

Exclusion criteria

i. Upper limb orthopedic surgery in the past six months ii. Known susceptibility to cybersickness

Design outcomes

Primary

MeasureTime frameDescription
Change in Error in Forward Reaching SymmetryRecorded per reach, throughout the session (about 2 hours)Compared between each condition (in cm, % change from baseline)

Secondary

MeasureTime frameDescription
Time to complete taskRecorded per reach, throughout the session (about 2 hours)Time in seconds from the start to the end of the reach trial
Movement SmoothnessRecorded per arm, per reach, throughout the session (about 2 hours)Deviation from linear path in the lateral direction and number of peaks in forward velocity profile
Distance traveled of each arm from headRecorded per reach, throughout the session (about 2 hours)Change in position in cm of the participant hands from the start to end of the reach trial
Compensation Techniques Causing Joint AsymmetryRecorded throughout the session (about 2 hours)Maximum difference in cm in contralateral joint position in the upper body (shoulder y, z)
Trunk CompensationRecorded throughout the session (about 2 hours)Change in forward position in cm of the participant head and trunk (mid-shoulder point) during reaching movement
Change in Error in Forward Reaching Symmetry Over TimeRecorded per reach, throughout the session (about 2 hours)Change in error throughout each set during the learning conditions

Countries

Canada

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026