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The Feasibility, Usability, and Acceptability of Using the Oculus™ Virtual Reality Gaming Technology in Stroke Survivors for Upper Extremity and Cognitive Rehabilitation

The Feasibility, Usability, and Acceptability of Using the Oculus™ Virtual Reality Gaming Technology in Stroke Survivors for Upper Extremity and Cognitive Rehabilitation

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05672628
Enrollment
32
Registered
2023-01-05
Start date
2023-03-05
Completion date
2024-07-31
Last updated
2025-08-17

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

Conditions

Stroke

Keywords

rehabilitation, upper limb, stroke survivor

Brief summary

The purpose of this study is to test the (a) feasibility, (b) usability, and (c) acceptability of using the Oculus Virtual Reality (VR) for chronic stroke survivors who have mild-moderate cognitive and unilateral arm impairment to administer upper extremity and cognitive rehabilitation, to calculate the change in upper extremity and cognition scores on standardized measurements per standard of care and to qualitatively explore the impact of engaging caregivers in supporting the stroke survivor's rehabilitation and the impact of this engagement on the stroke survivor and caregiver dyad using semi-structured interviews.

Interventions

DEVICEOculus VR

During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.

Sponsors

IoT and Aging in Place Joint Seed Grant
CollaboratorUNKNOWN
The University of Texas Health Science Center, Houston
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Eligibility

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

Inclusion criteria

* Ischemic or hemorrhagic stroke diagnosis within 6 months to 2 years of enrollment * can read, write, comprehend, speak English * willing and able to provide informed consent * Caregivers must live in the home with the stroke survivor

Exclusion criteria

* do not have score ranges that indicate mild to moderate severity on the Montreal Cognitive Assessment (MoCA )(15-25) or other appropriate cognitive screening test selected by the speech language pathologist * has aphasia, hemiopsia, and other neurological deficits that prevents the participant from being examined using MoCA or a modified MoCA, Fugl-Meyer Assessment - Upper Extremity (FM) (20-50) * unstable while standing unassisted * have a history of motion sickness/ vertigo/ dizziness/seizures, claustrophobia, blind/deaf, and cannot hold the controller in their affected arm.

Design outcomes

Primary

MeasureTime frameDescription
Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) QuestionnaireBaselineTotal score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness
Usability as Assessed by the Score on the Presence Questionnaire (PQ)end of intervention( about 4 weeks from baseline)The Presence Questionnaire (PQ), total score ranges from 29 to 87, with a higher score indicating greater usability.
Cognition as Assessed by the Montreal Cognitive Assessment (MoCA)BaselineTotal score on the Montreal Cognitive Assessment (MoCA) range from 0 to 30, with a higher score indicating a better outcome.
Limb Function as Assessed by the Action Research Arm Test (ARAT)BaselineTotal score on the Action Research Arm Test (ARAT), ranging from 0 to 57, with higher scores indicating better upper limb function.
Arm Impairment as Assessed by Fugl Meyer - Upper Extremity AssessmentBaselineTotal score on the Fugl-Meyer Assessment - Upper Extremity (FMA-UE), ranges from 0 to 66, with higher scores indicating better arm function.
Burden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short VersionBaselineTotal score on the Burden Scale for Family Caregivers - short version, ranges from 0 to 30, with a higher score indicating more burden
Feasibility as Assessed by the Number of Sessions Attendedend of intervention( about 4 weeks from baseline)The minimum number of sessions expected for a user are 2 per week (8 sessions)
Feasibility as Assessed by the Time Spent Using the Oculus VRend of intervention( about 4 weeks from baseline)the minimum time spent playing Job Simulator is 1 hour (60 minutes) per week. (240 minutes through the end of the study)
Usability as Assessed by the Score on the System Usability Scale (SUS)end of intervention( about 4 weeks from baseline)The System Usability Scale (SUS) was used to assess the usability of the technology. Total score ranges from 10 to 50, with a higher score indicating greater usability.

Secondary

MeasureTime frameDescription
Impact of the Rehabilitation on the Caregiver as Assessed by Number of Themes Derived From the Qualitative Interviewend of intervention( about 4 weeks from baseline)In-person, in-depth interviews will be conducted following completion of a virtual reality (VR) intervention using the Oculus Quest 2 headset for post-stroke rehabilitation. Interviews will be transcribed verbatim and a qualitative analytic process will be used to identify common themes. A codebook will be developed based on analysis of the transcripts. This outcome reflects the number of themes derived from the interviews.
Number of Subjects Who Have Received Occupational TherapySession 1 (week 1 day 1)
Number of Subjects Who Have Received Physical TherapySession 1 (week 1 day 1)
Number of Subjects Who Have Received Speech TherapySession 1 (week 1 day 1)
Impact of the Rehabilitation on the Participant as Assessed by the Number of Themes Derived From the Qualitative InterviewBaselineIn-person, in-depth interviews will be conducted following completion of a virtual reality (VR) intervention using the Oculus Quest 2 headset for post-stroke rehabilitation. Interviews will be transcribed verbatim and a qualitative analytic process will be used to identify common themes. A codebook will be developed based on analysis of the transcripts. This outcome reflects the number of themes derived from the interviews.

Countries

United States

Participant flow

Pre-assignment details

32 individuals (16 dyads) were enrolled in total: 16 stroke survivor participants, each enrolled with a caregiver.

Participants by arm

ArmCount
Oculus VR
Oculus VR: During the first visit, the Oculus headset will be placed on the stroke survivor's head and demonstrate how to use the headset. participant will be then allowed to play a game using the hand controllers for up to 30 minutes. Finally, a copy of exercises for their home rehabilitation program will be provided. During the next rehabilitation visits, a trained research assistant will guide the stroke survivor with using the gaming headset. The session will be stopped every 20 minutes to make sure that the stroke survivor is feeling well and to give them a break. The stroke survivor may stop the session at any time. This session will last for an hour.
32
Total32

Baseline characteristics

CharacteristicOculus VR
Age, Customized
Caregiver
52.12 years
STANDARD_DEVIATION 10.81
Age, Customized
Stroke Survivor Participant
50.31 years
STANDARD_DEVIATION 15.15
Daily use of electronics
3-4 hours
3 Participants
Daily use of electronics
4-8 hours
7 Participants
Daily use of electronics
More than 8 hours
6 Participants
Gaming Devices Used Previously
Arcade
11 Participants
Gaming Devices Used Previously
Computer/Laptop
9 Participants
Gaming Devices Used Previously
Game Console
14 Participants
Gaming Devices Used Previously
Smart Phone
13 Participants
Gaming Devices Used Previously
Virtual Headset
9 Participants
Level of Education
Caregiver
Associates
2 Participants
Level of Education
Caregiver
Bachelors
5 Participants
Level of Education
Caregiver
High School/GED
0 Participants
Level of Education
Caregiver
Masters
2 Participants
Level of Education
Caregiver
PhD
1 Participants
Level of Education
Caregiver
Some College
6 Participants
Level of Education
Stroke Survivor Participant
Associates
1 Participants
Level of Education
Stroke Survivor Participant
Bachelors
3 Participants
Level of Education
Stroke Survivor Participant
High School/GED
3 Participants
Level of Education
Stroke Survivor Participant
Masters
2 Participants
Level of Education
Stroke Survivor Participant
PhD
1 Participants
Level of Education
Stroke Survivor Participant
Some College
6 Participants
Number of Participants with a history of previous stroke6 Participants
Number of Participants with a right sided stroke10 Participants
Race/Ethnicity, Customized
Caregiver
Black or African American
8 Participants
Race/Ethnicity, Customized
Caregiver
Hispanic/Latino
1 Participants
Race/Ethnicity, Customized
Caregiver
White
7 Participants
Race/Ethnicity, Customized
Stroke Survivor Participant
Black or African American
8 Participants
Race/Ethnicity, Customized
Stroke Survivor Participant
Hispanic/Latino
2 Participants
Race/Ethnicity, Customized
Stroke Survivor Participant
White
6 Participants
Region of Enrollment
United States
32 participants
Relationship of Stroke Survivor to Caregiver
Child of Caregiver
1 Participants
Relationship of Stroke Survivor to Caregiver
Friend of Caregiver
1 Participants
Relationship of Stroke Survivor to Caregiver
Parent of Caregiver
3 Participants
Relationship of Stroke Survivor to Caregiver
Sibling of Caregiver
3 Participants
Relationship of Stroke Survivor to Caregiver
Spouse of Caregiver
8 Participants
Sex/Gender, Customized
Caregiver
Female
13 Participants
Sex/Gender, Customized
Caregiver
Male
3 Participants
Sex/Gender, Customized
Stroke Survivor Participant
Female
5 Participants
Sex/Gender, Customized
Stroke Survivor Participant
Male
11 Participants
Stroke Type
Intracerebral hemorrhage
6 Participants
Stroke Type
Ischemic
9 Participants
Stroke Type
Subarachnoid hemorrhage
1 Participants
Type of Internet
DSL
3 Participants
Type of Internet
Wi-fi
13 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
0 / 16
other
Total, other adverse events
6 / 16
serious
Total, serious adverse events
0 / 16

Outcome results

Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 12 (week 4 day 3)

Population: Includes data for 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16 score on a scaleStandard Deviation 0
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 1 (week 1 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.38 score on a scaleStandard Deviation 0.72
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 11 (week 4 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.25 score on a scaleStandard Deviation 0.5
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 10 (week 4 day 1)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.33 score on a scaleStandard Deviation 0.58
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 9 (week 3 day 3)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.17 score on a scaleStandard Deviation 0.41
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 8 (week 3 day 2)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.14 score on a scaleStandard Deviation 0.38
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 7 (week 3 day 1)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16 score on a scaleStandard Deviation 0
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 5 (week 2 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.11 score on a scaleStandard Deviation 0.33
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 6 (week 2 day 3)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.33 score on a scaleStandard Deviation 0.71
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 4(week 2 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.17 score on a scaleStandard Deviation 0.72
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 3 (week 1 day 3)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.25 score on a scaleStandard Deviation 0.62
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Session 2 (week 1 day 2)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.33 score on a scaleStandard Deviation 0.72
Primary

Acceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire

Total score on the Simulator Sickness Questionnaire (SSQ) questionnaire ranges from 16 to 64, a higher score indicating more cybersickness

Time frame: Baseline

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRAcceptability (Ease of Use) as Assessed by the Score on the Simulator Sickness Questionnaire (SSQ) Questionnaire16.69 score on a scaleStandard Deviation 1.35
Primary

Arm Impairment as Assessed by Fugl Meyer - Upper Extremity Assessment

Total score on the Fugl-Meyer Assessment - Upper Extremity (FMA-UE), ranges from 0 to 66, with higher scores indicating better arm function.

Time frame: Baseline

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRArm Impairment as Assessed by Fugl Meyer - Upper Extremity Assessment30.56 score on a scaleStandard Deviation 14.99
Primary

Arm Impairment as Assessed by Fugl Meyer - Upper Extremity Assessment

Total score on the Fugl-Meyer Assessment - Upper Extremity (FMA-UE), ranges from 0 to 66, with higher scores indicating better arm function.

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRArm Impairment as Assessed by Fugl Meyer - Upper Extremity Assessment31.25 score on a scaleStandard Deviation 19.26
Primary

Burden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short Version

Total score on the Burden Scale for Family Caregivers - short version, ranges from 0 to 30, with a higher score indicating more burden

Time frame: Baseline

Population: Includes data for all 16 caregivers.

ArmMeasureValue (MEAN)Dispersion
Oculus VRBurden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short Version13 score on a scaleStandard Deviation 8.53
Primary

Burden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short Version

Total score on the Burden Scale for Family Caregivers - short version, ranges from 0 to 30, with a higher score indicating more burden

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for 14 caregivers. Data were not collected for 2 caregivers because they did not fill out the survey.

ArmMeasureValue (MEAN)Dispersion
Oculus VRBurden of Caregivers in Supporting the Stroke Survivor as Assessed by the Burden Scale for Family Caregivers - Short Version13.83 score on a scaleStandard Deviation 7.55
Primary

Cognition as Assessed by the Montreal Cognitive Assessment (MoCA)

Total score on the Montreal Cognitive Assessment (MoCA) range from 0 to 30, with a higher score indicating a better outcome.

Time frame: Baseline

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRCognition as Assessed by the Montreal Cognitive Assessment (MoCA)23.21 score on a scaleStandard Deviation 4.88
Primary

Cognition as Assessed by the Montreal Cognitive Assessment (MoCA)

Total score on the Montreal Cognitive Assessment (MoCA) range from 0 to 30, with a higher score indicating a better outcome.

Time frame: end of intervention (about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRCognition as Assessed by the Montreal Cognitive Assessment (MoCA)23.25 score on a scaleStandard Deviation 3.59
Primary

Feasibility as Assessed by the Number of Sessions Attended

The minimum number of sessions expected for a user are 2 per week (8 sessions)

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRFeasibility as Assessed by the Number of Sessions Attended11.06 sessionsStandard Deviation 1.12
Primary

Feasibility as Assessed by the Time Spent Using the Oculus VR

the minimum time spent playing Job Simulator is 1 hour (60 minutes) per week. (240 minutes through the end of the study)

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRFeasibility as Assessed by the Time Spent Using the Oculus VR785 minutesStandard Deviation 98.83
Primary

Limb Function as Assessed by the Action Research Arm Test (ARAT)

Total score on the Action Research Arm Test (ARAT), ranging from 0 to 57, with higher scores indicating better upper limb function.

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRLimb Function as Assessed by the Action Research Arm Test (ARAT)20.68 score on a scaleStandard Deviation 21.13
Primary

Limb Function as Assessed by the Action Research Arm Test (ARAT)

Total score on the Action Research Arm Test (ARAT), ranging from 0 to 57, with higher scores indicating better upper limb function.

Time frame: Baseline

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRLimb Function as Assessed by the Action Research Arm Test (ARAT)19.37 score on a scaleStandard Deviation 21.59
Primary

Usability as Assessed by the Score on the Presence Questionnaire (PQ)

The Presence Questionnaire (PQ), total score ranges from 29 to 87, with a higher score indicating greater usability.

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRUsability as Assessed by the Score on the Presence Questionnaire (PQ)75.86 score on a scaleStandard Deviation 6.8
Primary

Usability as Assessed by the Score on the System Usability Scale (SUS)

The System Usability Scale (SUS) was used to assess the usability of the technology. Total score ranges from 10 to 50, with a higher score indicating greater usability.

Time frame: end of intervention( about 4 weeks from baseline)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (MEAN)Dispersion
Oculus VRUsability as Assessed by the Score on the System Usability Scale (SUS)32 score on a scaleStandard Deviation 1.75
Secondary

Impact of the Rehabilitation on the Caregiver as Assessed by Number of Themes Derived From the Qualitative Interview

In-person, in-depth interviews will be conducted following completion of a virtual reality (VR) intervention using the Oculus Quest 2 headset for post-stroke rehabilitation. Interviews will be transcribed verbatim and a qualitative analytic process will be used to identify common themes. A codebook will be developed based on analysis of the transcripts. This outcome reflects the number of themes derived from the interviews.

Time frame: end of intervention( about 4 weeks from baseline)

Population: includes data for all 16 caregivers.

ArmMeasureValue (NUMBER)
Oculus VRImpact of the Rehabilitation on the Caregiver as Assessed by Number of Themes Derived From the Qualitative Interview5 themes
Secondary

Impact of the Rehabilitation on the Participant as Assessed by the Number of Themes Derived From the Qualitative Interview

In-person, in-depth interviews will be conducted following completion of a virtual reality (VR) intervention using the Oculus Quest 2 headset for post-stroke rehabilitation. Interviews will be transcribed verbatim and a qualitative analytic process will be used to identify common themes. A codebook will be developed based on analysis of the transcripts. This outcome reflects the number of themes derived from the interviews.

Time frame: Baseline

Population: Includes data from all 16 stroke survivor participants.

ArmMeasureValue (NUMBER)
Oculus VRImpact of the Rehabilitation on the Participant as Assessed by the Number of Themes Derived From the Qualitative Interview5 themes
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 10 (week 4 day 1)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy2 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 1 (week 1 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy14 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 2 (week 1 day 2)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy8 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 3 (week 1 day 3)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy5 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 4(week 2 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy8 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 5 (week 2 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy5 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 6 (week 2 day 3)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy6 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 7 (week 3 day 1)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy4 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 8 (week 3 day 2)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy2 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 9 (week 3 day 3)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy3 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 11 (week 4 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy2 Participants
Secondary

Number of Subjects Who Have Received Occupational Therapy

Time frame: Session 12 (week 4 day3 )

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Occupational Therapy1 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 11 (week 4 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy2 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 1 (week 1 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy13 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 2 (week 1 day 2)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy7 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 3 (week 1 day 3)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy3 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 4(week 2 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy7 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 5 (week 2 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy3 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 6 (week 2 day 3)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy6 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 7 (week 3 day 1)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy3 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 8 (week 3 day 2)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy2 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 12 (week 4 day3 )

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy1 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 10 (week 4 day 1)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy2 Participants
Secondary

Number of Subjects Who Have Received Physical Therapy

Time frame: Session 9 (week 3 day 3)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Physical Therapy3 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 1 (week 1 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy11 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 11 (week 4 day 2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy1 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 12 (week 4 day 3)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy1 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 10 (week 4 day 1)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy1 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 2 (week 1 day 2)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy2 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 3 (week 1 day 3)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy2 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 4(week 2 day 1)

Population: Includes data for all 16 stroke survivor participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy3 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 5 (week 2 day2)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy1 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 6 (week 2 day 3)

Population: Includes data for 14 stroke survivor participants. 2 participants did not attend the session therefore, data were not collected for 2 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy2 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 7 (week 3 day 1)

Population: Includes data for 15 stroke survivor participants. 1 participant did not attend the session therefore, data were not collected for 1 participant.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy1 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 8 (week 3 day 2)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy0 Participants
Secondary

Number of Subjects Who Have Received Speech Therapy

Time frame: Session 9 (week 3 day 3)

Population: Includes data for 12 stroke survivor participants. 4 participants did not attend the session therefore, data were not collected for 4 participants.

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Oculus VRNumber of Subjects Who Have Received Speech Therapy1 Participants

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