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Innovative Biofeedback Interface for Enhancing Stroke Gait Rehabilitation

Innovative Biofeedback Interface for Enhancing Stroke Gait Rehabilitation

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04013971
Enrollment
19
Registered
2019-07-10
Start date
2022-04-04
Completion date
2023-03-31
Last updated
2025-04-25

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

Conditions

Gait, Hemiplegic, Stroke

Keywords

stroke, gait rehabilitation, game

Brief summary

This study will conduct a preliminary evaluation of and obtain user data on a novel game-based visual interface for stroke gait training. Study participants will complete one session comprising exposure to gait biofeedback systems in an order determined by randomization. Participants will be exposed to 2 types of biofeedback interfaces: * newly developed game-based interface (projector screen display) * traditional, non-game interface

Detailed description

Stroke is the leading cause of adult disability. Even after discharge from rehabilitation, residual gait deficits are prevalent in stroke survivors, leading to decreased walking speed and endurance. Because gait dysfunctions limit community mobility, stroke survivors and rehabilitation clinicians consider restoration of walking a major goal of rehabilitation. Several challenges and research gaps limit the effectiveness of current clinical gait rehabilitation practices. While there is consensus that stroke survivors benefit from gait rehabilitation, agreement is lacking on which specific training interventions are most efficacious. The long-term goal of this proposal is to address these challenges by developing personalized, engaging, salient gait training treatments founded on evidence from neuroscience, biomechanics, motor learning, and gaming. Real-time biofeedback is a promising gait training intervention for targeting specific biomechanical impairments. Biofeedback can enhance an individual's awareness of the impairment targeted during gait training, enabling self-correction of aberrant gait patterns. In response to treadmill training combined with visual and auditory real-time biofeedback, able-bodied individuals can increase anterior ground reaction forces (AGRF) unilaterally for the targeted limb. Thus, AGRF biofeedback may be a beneficial strategy to target unilateral propulsive deficits in people post-stroke. Incorporation of gaming interfaces for gait biofeedback can increase patient motivation, distract participants from fatigue or boredom, and encourage greater numbers of repetitions during gait training. The long-term goal of this study is to develop a more engaging, motivating gait biofeedback methodologies specifically designed for post-stroke gait training. The researchers aim to address a major challenge for rehabilitation clinicians - to make gait training appealing and meaningful so that patients engage in sufficient repetitions, intensity, and challenge to maximize therapeutic effectiveness. The study premise is that post-stroke individuals will demonstrate greater engagement, motivation, and therapeutic benefits during gait training sessions involving biofeedback when training incorporates intuitive, entertaining, game-based interfaces. Outcomes of the study will include measures of participant engagement, user-reports and survey-responses on motivation, fatigue, game characteristics, and adverse effects (e.g. nausea, dizziness) during game exposure. In addition to this clinical trial with stroke survivor participants, data about the game interface will be collected by having able-bodied neuro-rehabilitation clinicians try the 2 types of biofeedback interventions. Study participants will complete one sessions comprising exposure to gait biofeedback systems in a randomized order. Participants will be exposed to 2 types of biofeedback interfaces: (i) newly developed game-based interface (projector screen display), and (ii) traditional, non-game interface.

Interventions

OTHERAGRF Biofeedback Game

During the AGRF biofeedback game participants will walk on a split-belt treadmill with a projector or screen display. Participants will be receiving real-time information or feedback about ongoing gait performance parameters while they are walking. The participants will be exposed to the AGRF biofeedback game for 4 minutes.

OTHERTraditional Biofeedback Interface

For the traditional non-game biofeedback, the visual display comprises a horizontal line graph with a moveable cursor that represents the current measured value of antero-posterior ground reaction force for the targeted leg. The auditory feedback comprises an audible beep produced every time the cursor entered the target range. Participants will be exposed to the traditional biofeedback interface for 4 minutes.

OTHERControl Condition

Participants will complete a control walk with out feedback.

Sponsors

Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD)
CollaboratorNIH
Emory University
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Outcomes Assessor)

Masking description

The study outcomes will comprise objective biomechanical measures derived using motion capture, which will be processed by lab personnel who are blinded to the gait training condition.

Intervention model description

This study aims to enroll 12 post-stroke and 12 able-bodied individuals who will complete gait trials with 2 different biofeedback interfaces in each experimental session.

Eligibility

Sex/Gender
ALL
Age
18 Years to 90 Years
Healthy volunteers
Yes

Inclusion criteria

for Post-Stroke Participants: * age 30 to 90 years * chronic stroke (\>6 months post stroke) affecting the right leg * ambulatory with or without the use of a cane or walker * able to walk for 2 minutes at the self-selected speed without an orthoses * resting heart rate 40-100 beats per minute

Exclusion criteria

for Post-Stroke Participants: * cerebellar signs (ataxic (drunken) gait or decreased coordination during rapid alternating hand or foot movements) * history of lower extremity joint replacement * inability to communicate with investigators * neglect/hemianopia, or unexplained dizziness in last 6 months * neurologic conditions other than stroke * orthopedic problems in the lower limbs or spine (or other medical conditions) that limit walking or cause pain during walking Inclusion Criteria for Able-bodied Participants: * age 18 to 90 years * no history of neurologic disease * no history of orthopedic disease or injury affecting the lower extremity

Design outcomes

Primary

MeasureTime frameDescription
Peak AGRFAfter each biofeedback interface session on Day 1Paretic leg (right leg for post-stroke participants) or targeted leg (right leg for able-bodied participants) peak push off force (peak AGRF) was calculated from GRF data. Higher values indicate greater push off force.
Trailing Limb Angle (TLA)After each biofeedback interface session on Day 1The trailing limb angle contributes to increased propulsion during walking. Trailing limb angle is a kinematic variable derived from 3-dimensional motion capture, which measures the orientation of the leg with respect to the center of mass at the stance to swing transition. In stroke survivors, trailing limb angle increases as walking speed increases.

Secondary

MeasureTime frameDescription
NASA Task Load Index (NASA - TLX)Day 1, after each of the biofeedback interface sessionsThe NASA task load index (NASA - TLX) evaluates user reports of perceived effort in six subscales of Mental Demand, Physical Demand, Temporal Demand, Performance, Effort, and Frustration. Each subscale is scored on a 21-point scale from 1 to 21, where very low demand/perfect performance = 1 and very high demand/failure = 21. A total score is created by taking the average of each subscale; the total score ranges from 1 to 21 with higher scores indicating that the task is very demanding to perform.
Likert Enjoyment/Boredom Scale Domain ScoresDay 1, after each of the biofeedback interface sessionsThe Likert Enjoyment Boredom Scale is a 4-item instrument evaluating user reports of perceived effort in four different domains: Enjoyment/Fun, Boredom, Motivation, and Challenge. To assess each domain, participants are asked: * How much enjoyment/fun did you feel in the previous walking trial? * How much boredom did you feel in the previous walking trial? * How much motivation did you feel in the previous walking trial? * How much challenge did you feel in the previous walking trial? Each question is scored on a 8-point scale from 1 to 8, where the intensity of each domain is scored as 1 = not at all to 8 = very much/a lot. For the individual domains, higher scores are interpreted as the participant experiencing greater enjoyment/fun, boredom, motivation, or challenge.
Borg Rating of Perceived Exertion (RPE) ScaleDay 1, during each of the biofeedback interface sessionsThe Borg Rating of Perceived Exertion (RPE) Scale asks respondents to report how hard it feels like their body is working with a single item. Perceived exertion is rated on a scale from 6 to 20 where no exertion at all is scored as 6 and maximal exertion is scored as 20. Ratings between 12 and 14 are generally considered as a moderate intensity level.
User Evaluation Questionnaire (UEQ) ScoreDay 1, after each of the biofeedback sessionsUser experience of the biofeedback game is assessed with a 26-item user evaluation questionnaire (UEQ). Participants indicate how they found the session to be for a variety of usability qualities, including likability, speed, and meeting expectations. Responses are given on a 7-point scale where scale where 1 = the most agreement with the adjective on the left, 4 = a neutral response, and 7 = the most agreement with the adjective on the right. For some items high scores are associated with positive perceptions, while for other items low low scores are associated with positive perceptions. Items were grouped according to whether high or low scores meant positive perceptions and separate summary scores were obtained by calculating the mean score for the items included, so that the summary scores range from t to 7.

Other

MeasureTime frameDescription
Heart RateDay 1, during and after each of the biofeedback sessionsParticipants wear a heart rate monitor placed on the chest under clothing (Polar USA, Lake Success ,NY) and heart rate is collected after every sixty seconds of walking.
Qualitative FeedbackDay 1, after each of the biofeedback sessionsUser experiences about the feedback will be obtained in the form of subjective comments.
Skin ImpedanceDay 1, during each of the biofeedback sessionsA galvanic skin resistance (GSR) device is wrapped around the index and middle finger on the subject's left or right hand ensuring it was not on the bone of the fingers nor tightly wrapped to avoid blood flow restriction. These data are collected for 3 minutes when the subject is presented with the biofeedback interface.

Countries

United States

Participant flow

Participants by arm

ArmCount
Post-stroke Participants
Post-stroke participants completing gait training trials with two different biofeedback interfaces in each experimental session. Participants also complete a control condition where no biofeedback is provided.
7
Able-bodied Participants
Able-bodied individuals completing gait training trials with two different biofeedback interfaces in each experimental session. Participants also complete a control condition where no biofeedback is provided.
9
Total16

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyMissing biomechanical data01
Overall StudyTreadmill speed less than 0.50 miles per hour20

Baseline characteristics

CharacteristicPost-stroke ParticipantsTotalAble-bodied Participants
Age, Continuous63.43 years
STANDARD_DEVIATION 7.46
43.44 years
STANDARD_DEVIATION 19.05
27.89 years
STANDARD_DEVIATION 4.14
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants1 Participants1 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
7 Participants15 Participants8 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants1 Participants1 Participants
Race (NIH/OMB)
Black or African American
2 Participants5 Participants3 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
White
5 Participants10 Participants5 Participants
Region of Enrollment
United States
7 Participants16 Participants9 Participants
Sex: Female, Male
Female
3 Participants8 Participants5 Participants
Sex: Female, Male
Male
4 Participants8 Participants4 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 90 / 10
other
Total, other adverse events
0 / 90 / 10
serious
Total, serious adverse events
0 / 90 / 10

Outcome results

Primary

Peak AGRF

Paretic leg (right leg for post-stroke participants) or targeted leg (right leg for able-bodied participants) peak push off force (peak AGRF) was calculated from GRF data. Higher values indicate greater push off force.

Time frame: After each biofeedback interface session on Day 1

Population: This analysis includes participants who completed the trial and had the right leg studied. One post-stroke participant had their left side affected and was not included in this analysis.

ArmMeasureGroupValue (MEAN)Dispersion
Post-stroke ParticipantsPeak AGRFTraditional Biofeedback Interface99.1 NewtonsStandard Deviation 23.5
Post-stroke ParticipantsPeak AGRFAGRF Biofeedback Game95.6 NewtonsStandard Deviation 29.9
Able-bodied ParticipantsPeak AGRFTraditional Biofeedback Interface143.8 NewtonsStandard Deviation 62.1
Able-bodied ParticipantsPeak AGRFAGRF Biofeedback Game166.6 NewtonsStandard Deviation 67.4
Primary

Trailing Limb Angle (TLA)

The trailing limb angle contributes to increased propulsion during walking. Trailing limb angle is a kinematic variable derived from 3-dimensional motion capture, which measures the orientation of the leg with respect to the center of mass at the stance to swing transition. In stroke survivors, trailing limb angle increases as walking speed increases.

Time frame: After each biofeedback interface session on Day 1

Population: This analysis includes participants who completed the trial and had the right leg studied. One post-stroke participant had their left side affected and was not included in this analysis.

ArmMeasureGroupValue (MEAN)Dispersion
Post-stroke ParticipantsTrailing Limb Angle (TLA)Traditional Biofeedback Interface19.56 degreesStandard Deviation 2.95
Post-stroke ParticipantsTrailing Limb Angle (TLA)AGRF Biofeedback Interface18.63 degreesStandard Deviation 2.69
Able-bodied ParticipantsTrailing Limb Angle (TLA)Traditional Biofeedback Interface22.52 degreesStandard Deviation 3.06
Able-bodied ParticipantsTrailing Limb Angle (TLA)AGRF Biofeedback Interface24.22 degreesStandard Deviation 4.3
Secondary

Borg Rating of Perceived Exertion (RPE) Scale

The Borg Rating of Perceived Exertion (RPE) Scale asks respondents to report how hard it feels like their body is working with a single item. Perceived exertion is rated on a scale from 6 to 20 where no exertion at all is scored as 6 and maximal exertion is scored as 20. Ratings between 12 and 14 are generally considered as a moderate intensity level.

Time frame: Day 1, during each of the biofeedback interface sessions

ArmMeasureGroupValue (MEAN)Dispersion
Post-stroke ParticipantsBorg Rating of Perceived Exertion (RPE) ScaleAGRF Biofeedback Game10.43 units on a scaleStandard Deviation 2.99
Post-stroke ParticipantsBorg Rating of Perceived Exertion (RPE) ScaleTraditional Biofeedback Interface10.29 units on a scaleStandard Deviation 2.14
Able-bodied ParticipantsBorg Rating of Perceived Exertion (RPE) ScaleTraditional Biofeedback Interface8.67 units on a scaleStandard Deviation 1.22
Able-bodied ParticipantsBorg Rating of Perceived Exertion (RPE) ScaleAGRF Biofeedback Game10.11 units on a scaleStandard Deviation 3.33
Secondary

Likert Enjoyment/Boredom Scale Domain Scores

The Likert Enjoyment Boredom Scale is a 4-item instrument evaluating user reports of perceived effort in four different domains: Enjoyment/Fun, Boredom, Motivation, and Challenge. To assess each domain, participants are asked: * How much enjoyment/fun did you feel in the previous walking trial? * How much boredom did you feel in the previous walking trial? * How much motivation did you feel in the previous walking trial? * How much challenge did you feel in the previous walking trial? Each question is scored on a 8-point scale from 1 to 8, where the intensity of each domain is scored as 1 = not at all to 8 = very much/a lot. For the individual domains, higher scores are interpreted as the participant experiencing greater enjoyment/fun, boredom, motivation, or challenge.

Time frame: Day 1, after each of the biofeedback interface sessions

ArmMeasureGroupValue (MEAN)Dispersion
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresEnjoyment/Fun Domain Score for AGRF Biofeedback Game6.29 score on a scaleStandard Deviation 0.95
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresMotivation Domain Score for AGRF Biofeedback Game6.71 score on a scaleStandard Deviation 1.11
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresBoredom Domain Score for AGRF Biofeedback Game5.57 score on a scaleStandard Deviation 2.37
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresChallenge Domain Score for Traditional Biofeedback Interface5.71 score on a scaleStandard Deviation 1.5
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresBoredom Domain Score for Traditional Biofeedback Interface6.57 score on a scaleStandard Deviation 2.3
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresChallenge Domain Score for AGRF Biofeedback Game6.86 score on a scaleStandard Deviation 1.07
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresMotivation Domain Score for Traditional Biofeedback Interface6.86 score on a scaleStandard Deviation 1.21
Post-stroke ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresEnjoyment/Fun Domain Score for Traditional Biofeedback Interface5.57 score on a scaleStandard Deviation 1.62
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresEnjoyment/Fun Domain Score for AGRF Biofeedback Game5.78 score on a scaleStandard Deviation 0.97
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresEnjoyment/Fun Domain Score for Traditional Biofeedback Interface4.78 score on a scaleStandard Deviation 2.33
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresBoredom Domain Score for Traditional Biofeedback Interface5.22 score on a scaleStandard Deviation 2.33
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresBoredom Domain Score for AGRF Biofeedback Game6.56 score on a scaleStandard Deviation 1.67
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresMotivation Domain Score for Traditional Biofeedback Interface6.33 score on a scaleStandard Deviation 1.41
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresMotivation Domain Score for AGRF Biofeedback Game6.22 score on a scaleStandard Deviation 1.79
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresChallenge Domain Score for Traditional Biofeedback Interface4.11 score on a scaleStandard Deviation 1.36
Able-bodied ParticipantsLikert Enjoyment/Boredom Scale Domain ScoresChallenge Domain Score for AGRF Biofeedback Game6.00 score on a scaleStandard Deviation 1.73
Secondary

NASA Task Load Index (NASA - TLX)

The NASA task load index (NASA - TLX) evaluates user reports of perceived effort in six subscales of Mental Demand, Physical Demand, Temporal Demand, Performance, Effort, and Frustration. Each subscale is scored on a 21-point scale from 1 to 21, where very low demand/perfect performance = 1 and very high demand/failure = 21. A total score is created by taking the average of each subscale; the total score ranges from 1 to 21 with higher scores indicating that the task is very demanding to perform.

Time frame: Day 1, after each of the biofeedback interface sessions

ArmMeasureGroupValue (MEAN)Dispersion
Post-stroke ParticipantsNASA Task Load Index (NASA - TLX)Traditional Biofeedback Interface7.98 score on a scaleStandard Deviation 1.87
Post-stroke ParticipantsNASA Task Load Index (NASA - TLX)AGRF Biofeedback Game9.76 score on a scaleStandard Deviation 2.75
Able-bodied ParticipantsNASA Task Load Index (NASA - TLX)Traditional Biofeedback Interface6.89 score on a scaleStandard Deviation 2.02
Able-bodied ParticipantsNASA Task Load Index (NASA - TLX)AGRF Biofeedback Game10.83 score on a scaleStandard Deviation 2.95
Secondary

User Evaluation Questionnaire (UEQ) Score

User experience of the biofeedback game is assessed with a 26-item user evaluation questionnaire (UEQ). Participants indicate how they found the session to be for a variety of usability qualities, including likability, speed, and meeting expectations. Responses are given on a 7-point scale where scale where 1 = the most agreement with the adjective on the left, 4 = a neutral response, and 7 = the most agreement with the adjective on the right. For some items high scores are associated with positive perceptions, while for other items low low scores are associated with positive perceptions. Items were grouped according to whether high or low scores meant positive perceptions and separate summary scores were obtained by calculating the mean score for the items included, so that the summary scores range from t to 7.

Time frame: Day 1, after each of the biofeedback sessions

ArmMeasureGroupValue (MEAN)Dispersion
Post-stroke ParticipantsUser Evaluation Questionnaire (UEQ) ScoreTraditional Biofeedback Interface -Items Where High Score Value Indicates Positive Perceptions5.46 score on a scaleStandard Deviation 0.75
Post-stroke ParticipantsUser Evaluation Questionnaire (UEQ) ScoreAGRF Biofeedback Game - Items Where High Score Value Indicates Positive Perceptions5.36 score on a scaleStandard Deviation 1.2
Post-stroke ParticipantsUser Evaluation Questionnaire (UEQ) ScoreTraditional Biofeedback Interface -Items Where Low Score Value Indicates Positive Perceptions2.27 score on a scaleStandard Deviation 0.55
Post-stroke ParticipantsUser Evaluation Questionnaire (UEQ) ScoreAGRF Biofeedback Game - Items Where Low Score Value Indicates Positive Perceptions2.36 score on a scaleStandard Deviation 0.87
Able-bodied ParticipantsUser Evaluation Questionnaire (UEQ) ScoreAGRF Biofeedback Game - Items Where Low Score Value Indicates Positive Perceptions2.38 score on a scaleStandard Deviation 0.66
Able-bodied ParticipantsUser Evaluation Questionnaire (UEQ) ScoreTraditional Biofeedback Interface -Items Where High Score Value Indicates Positive Perceptions5.19 score on a scaleStandard Deviation 0.73
Able-bodied ParticipantsUser Evaluation Questionnaire (UEQ) ScoreTraditional Biofeedback Interface -Items Where Low Score Value Indicates Positive Perceptions2.69 score on a scaleStandard Deviation 0.65
Able-bodied ParticipantsUser Evaluation Questionnaire (UEQ) ScoreAGRF Biofeedback Game - Items Where High Score Value Indicates Positive Perceptions5.41 score on a scaleStandard Deviation 0.71
Other Pre-specified

Heart Rate

Participants wear a heart rate monitor placed on the chest under clothing (Polar USA, Lake Success ,NY) and heart rate is collected after every sixty seconds of walking.

Time frame: Day 1, during and after each of the biofeedback sessions

Other Pre-specified

Qualitative Feedback

User experiences about the feedback will be obtained in the form of subjective comments.

Time frame: Day 1, after each of the biofeedback sessions

Other Pre-specified

Skin Impedance

A galvanic skin resistance (GSR) device is wrapped around the index and middle finger on the subject's left or right hand ensuring it was not on the bone of the fingers nor tightly wrapped to avoid blood flow restriction. These data are collected for 3 minutes when the subject is presented with the biofeedback interface.

Time frame: Day 1, during each of the biofeedback sessions

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