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Telerehabilitation Through Serious Games in Virtual Reality in a Stroke Population (AutoRReVi)

Self-assessment and Telerehabilitation Using Virtual Reality Devices and Serious Games to Improve Motor and Cognitive Impairments in Stroke Patients

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04694833
Acronym
AutoRReVi
Enrollment
400
Registered
2021-01-05
Start date
2020-10-23
Completion date
2022-10-15
Last updated
2022-06-15

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

Conditions

Cognitive Impairment, Healthy Subjects, Hemiparesis, Stroke

Brief summary

After a stroke, individuals present with motor and/or cognitive impairments. These impairments limit activity, restrict participation and affect quality of life. Therefore, rehabilitation programs are provided from the earliest days. However, an important proportion of patients do not achieve the recommended amount of rehabilitation therapy (even in institutional systems). In fact, patients do not always have access to healthcare systems. Moreover, hospital resources and healthcare systems are often limited (especially in poor countries) which has led to the development of new cost-effective rehabilitation methods such as self-rehabilitation and tele-rehabilitation. This study aims : 1. to develop and validate relevant self-assessments tools in virtual reality 2. to propose auto-adaptative virtual reality-based therapies based on the link between motor and cognitive functions.

Interventions

BEHAVIORALMotor and cognitive virtual reality-based assessments

Motor and cognitive testing in virtual reality

BEHAVIORALMotor and cognitive virtual reality-based serious games

Serious games implemented in virtual reality to rehabilitate motor and cognitive impairments.

Sponsors

Cliniques universitaires Saint-Luc- Université Catholique de Louvain
CollaboratorOTHER
Université Catholique de Louvain
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

Studies will be conducted in a single group of (a) stroke patients and (b) healthy subjects

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Stroke patients (with hemiparesis or cognitive impairment such as apraxia, aphasia or hemineglect) OR healthy subjects * Able to undersand simple instructions

Exclusion criteria

* Other disease that could affect upper limb motor function or cognition

Design outcomes

Primary

MeasureTime frameDescription
System Usability ScaleThrough study completion, on average 24 weeksReliable tool for measuring the usability. It consists of a 10 item questionnaire with five response options for respondents; from Strongly agree to Strongly disagree
Box and Block TestThrough study completion, on average 24 weeksA measure of manual dexterity and activity that requires repeatedly moving 1-inch blocks from one side of a box to another in 60 seconds.
The Bells TestThrough study completion, on average 24 weeksA cancellation task, permits a quantitative and qualitative evaluation of visual neglect
Action Research Arm TestThrough study completion, on average 24 weeksA 19 item observational measure used by physical therapists and other health care professionals to assess upper extremity performance (coordination, dexterity and functioning). Items are categorized into four subscales (grasp, grip, pinch and gross movement) and arranged in order of decreasing difficulty, with the most difficult task examined first, followed by the least difficult task. Task performance is rated on a 4-point scale, ranging from 0 (no movement) to 3 (movement performed normally).
Upper Extremity Fugl-Meyer AssessmentThrough study completion, on average 24 weeksHighly recommended scale that assess upper limb motor function (0% = worse outcome; 100% best outcome).

Secondary

MeasureTime frameDescription
Upper limb peak velocityThrough study completion, on average 24 weeksUpper limb peak velocity will be measured with different virtual reality devices (Oculus Quest, htc Vive, REAtouch). This will be done by deriving 3D position (obtained previously thanks to the headset's infra-red camera or the controller's inertial measurement units) and extracting highest value.
Upper limb smoothnessThrough study completion, on average 24 weeksUpper limb smoothness will be measured with different virtual reality devices (Oculus Quest, htc Vive, REAtouch). This will be done by deriving three times 3D position (obtained previously thanks to the headset's infra-red camera or the controller's inertial measurement units) and converting it to a logarithmic dimensionless jerk. Second option is to measure a spectral arc length (also computed from 3D position)
Upper limb 3D positionThrough study completion, on average 24 weeksUpper limb 3D position will be measured with different virtual reality devices (Oculus Quest, htc Vive, REAtouch). This will be done thanks to the headset's infra-red camera or the controller's inertial measurement units.

Countries

Belgium

Contacts

Primary ContactGauthier Everard, MSc, PT
gauthier.everard@uclouvain.be+32472500158
Backup ContactKhawla Ajana, MSc
khawla.ajana@uclouvain.be

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 13, 2026