Functional Mobility, Virtual Reality-Based Functional Assessment
Conditions
Keywords
Functional Mobility, Timed Up and Go Test, Virtual Reality, Immersive Virtual Reality, Validity, Reliability, Young Adults
Brief summary
Functional mobility encompasses the essential motor skills required for individuals to perform activities of daily living independently and safely. One of the most commonly used methods for assessing this parameter is the Timed Up and Go (TUG) test. The TUG test involves standing up from a chair, walking, turning, walking back three meters, and sitting down, and it is a measurement tool that has demonstrated high sensitivity and reliability in clinical practice for evaluating lower extremity function, mobility, and fall risk. However, tests conducted in conventional clinical settings have limitations in terms of standardization due to examiner-related variability, environmental influences, and measurement subjectivity. These factors may lead to measurement errors, particularly when detecting small performance differences. Advances in virtual reality (VR) technology offer an innovative approach to the assessment and training of motor performance by recreating real-life scenarios in a three-dimensional and interactive manner. VR-based systems allow simultaneous observation of motor and cognitive processes while enhancing user motivation and engagement, thereby making the assessment process more dynamic. Recent studies have demonstrated that VR applications are effective tools in neurological rehabilitation, particularly in conditions such as multiple sclerosis (MS), for improving balance, walking speed, and functional mobility. A review of the existing literature reveals that studies evaluating the validity and reliability of VR-based functional tests are limited. Moreover, to date, no study has specifically focused on the validity and reliability of the TUG test in an immersive VR environment for assessing lower extremity functional mobility. Therefore, this study aims to address a significant gap in the literature by being one of the first investigations to examine the validity and reliability of a VR-based version of the TUG test. This study aims to determine the feasibility, validity, and reliability of the TUG test administered in an immersive VR environment in asymptomatic young adults aged 18-30 years. Additionally, the relationships between VR-based TUG outcomes and the 4-Meter Walk Test, the Four Square Step Test, and lower extremity muscle strength measurements will be examined.
Interventions
Participants will perform the Timed Up and Go test using an immersive virtual reality application developed for the Meta Quest 3 platform. The virtual environment digitally replicates the conventional test setup, including the starting position, turning point, and seating area. Test duration is automatically recorded by the system. The virtual reality-based assessment is designed to provide a standardized, objective, and reproducible evaluation of functional mobility and will be repeated to assess test-retest reliability.
Sponsors
Study design
Eligibility
Inclusion criteria
* Aged between 18 and 30 years, * Asymptomatic, with no musculoskeletal, neurological, or cardiovascular symptoms, * Ability to perform activities of daily living independently, * Visual, auditory, and vestibular functions suitable for virtual reality applications, * Ability to understand and follow instructions in Turkish, * Willingness to participate voluntarily in the study.
Exclusion criteria
* History of lower extremity injury, surgical intervention, or serious musculoskeletal condition within the past six months, * Presence of vestibular disorders, balance impairment, visual or hearing impairments, * Experiencing symptoms of "VR sickness," such as nausea, dizziness, or spatial disorientation during virtual reality applications, * History of neurological, cardiovascular, or metabolic diseases, * Regular participation in heavy exercise or professional sports activities, * Cognitive impairment that prevents understanding of test instructions, * Voluntary withdrawal from the study during the research process.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Timed Up and Go Test - Virtual Reality (TUG-VR) | Baseline and 1-week follow-up | This outcome measure will be used to assess functional mobility using an immersive virtual reality-based adaptation of the Timed Up and Go test. Test completion time will be automatically recorded by the system. Validity and reliability will be evaluated by comparison with the conventional Timed Up and Go test and repeated measurements performed one week apart. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Timed Up and Go Test - Conventional | Baseline | The conventional Timed Up and Go test will be administered to assess functional mobility and will be used as a reference measure for concurrent validity analysis. |
| 4-Meter Walk Test | Baseline | This test will be used to assess short-distance walking performance and gait speed. Results will be used for convergent validity analysis with the virtual reality-based Timed Up and Go test. |
| Four Square Step Test | Baseline | This test will be administered to assess dynamic balance, agility, and directional change ability and will be used for convergent validity analysis. |
| Lower Extremity Muscle Strength | Baseline | Lower extremity muscle strength will be measured using a handheld digital dynamometer to assess its relationship with functional mobility and virtual reality-based Timed Up and Go performance. |
| Participant Satisfaction | Baseline | Participant satisfaction with conventional and virtual reality-based assessments will be evaluated using a 10-point numerical rating scale. |
Countries
Turkey (Türkiye)
Contacts
Selcuk University, Faculty of Health Sciences, Department of Physiotherapy and Rehabilitation, Konya, Türkiye
Selcuk University, Faculty of Health Sciences, Department of Physiotherapy and Rehabilitation, Konya, Türkiye