Skip to content

Virtual Reality-Based Motor Imagery for Individuals With Low Imagery Ability: A Pilot Investigation of Isokinetic Strength and Electromyographic Activity

Virtual Reality-Based Motor Imagery for Individuals With Low Imagery Ability: A Pilot Investigation of Isokinetic Strength and Electromyographic Activity

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07461688
Enrollment
32
Registered
2026-03-10
Start date
2025-08-12
Completion date
2026-01-20
Last updated
2026-03-10

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

Conditions

Motor Imagery Training, Resistance Training, Virtual Reality

Keywords

Motor Imagery, Virtual Reality, Isokinetic strength, Surface Electromyography, Resistance Training, Imagery Ability

Brief summary

Motor imagery is a cognitive technique in which individuals mentally rehearse a movement without physically performing it. However, individuals with low imagery ability may not fully benefit from traditional motor imagery training. Virtual reality (VR) may enhance imagery vividness by providing immersive visual feedback. The purpose of this study is to compare the effects of immersive VR-based motor imagery, action observation combined with motor imagery, kinesthetic motor imagery alone, and a control condition on imagery ability, muscle strength, and muscle activation. Thirty-two healthy male participants will be assigned to one of four parallel groups based on imagery ability levels. All participants will complete a 4-week unilateral leg extension resistance training program (three sessions per week at 80% of one-repetition maximum). During each session, participants will perform their assigned imagery protocol. Primary outcomes include changes in imagery ability assessed by the Movement Imagery Questionnaire-3. Secondary outcomes include isokinetic quadriceps peak torque, average power, and surface electromyography activity of the rectus femoris, vastus medialis, and vastus lateralis muscles. The findings of this study may provide insight into whether immersive VR can enhance the effectiveness of motor imagery training in individuals with low imagery ability.

Detailed description

Motor imagery training has been shown to enhance motor performance and strength adaptations; however, its effectiveness is strongly influenced by individual imagery ability. Individuals with low imagery ability may experience limited benefits due to reduced vividness and sensory engagement during mental rehearsal. Immersive virtual reality (VR) may enhance the perceptual and sensory components of imagery by providing first-person visual feedback, thereby potentially improving motor-related neural activation and training adaptations. This study is designed as a 4-week, parallel-group interventional trial including healthy young adult males. Participants will be categorized according to imagery ability assessed by the Movement Imagery Questionnaire-3 (MIQ-3) and allocated into four groups: immersive VR-based motor imagery, action observation combined with motor imagery, kinesthetic motor imagery alone, and a control condition involving relaxation imagery. All participants will complete a supervised unilateral leg extension resistance training program performed three times per week at 80% of one-repetition maximum. Each session will consist of four sets of 8-12 repetitions for the dominant leg. Imagery interventions will be administered prior to each training session according to group assignment. Isokinetic strength assessments will be performed at angular velocities of 60°/s and 120°/s. Surface electromyography (sEMG) signals will be recorded from the rectus femoris, vastus medialis, and vastus lateralis muscles during testing. Imagery ability will be reassessed following the intervention period. The primary objective of the study is to determine whether immersive VR-based motor imagery enhances imagery ability and neuromuscular adaptations compared to traditional motor imagery approaches and control conditions.

Interventions

BEHAVIORALImmersive Virtual Reality-Based Motor Imagery

VR Motor Imagery - Intervention Description Participants perform immersive first-person virtual reality-based motor imagery prior to each training session. The intervention is administered three times per week for 4 weeks before resistance training.

Participants observe a video demonstration of unilateral leg extension while simultaneously performing kinesthetic motor imagery of the movement prior to each resistance training session, three times per week for four weeks.

BEHAVIORALBehavioral: Kinesthetic Motor Imagery

Participants perform kinesthetic motor imagery of unilateral leg extension without visual assistance prior to each resistance training session, three times per week for four weeks.

BEHAVIORALRelaxation Imagery (Control)

Participants perform relaxation-based imagery unrelated to strength training prior to each resistance training session, three times per week for four weeks.

Sponsors

Ege University
Lead SponsorOTHER
The Scientific and Technological Research Council of Turkey
CollaboratorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
NONE

Intervention model description

This is a 4-week, parallel-group interventional study including four arms: immersive virtual reality-based motor imagery, action observation combined with motor imagery, kinesthetic motor imagery alone, and a control condition. Participants are allocated to one group based on imagery ability levels and remain in the same group throughout the intervention period. No crossover between groups occurs.

Eligibility

Sex/Gender
MALE
Age
18 Years to 35 Years
Healthy volunteers
Yes

Inclusion criteria

* Healthy male individuals aged 18-30 years No participation in a structured lower-limb resistance training program within the previous 6 months No prior experience with structured motor imagery training Provided written informed consent

Exclusion criteria

* History of lower-limb musculoskeletal injury or surgery within the past 6 months Neurological disorders affecting motor control Visual or vestibular impairments preventing safe use of virtual reality equipment Current use of medications affecting neuromuscular performance Any medical condition contraindicating resistance training

Design outcomes

Primary

MeasureTime frameDescription
Change in Imagery Ability (MIQ-3 Total Score)Baseline to 4 WeeksImagery ability will be assessed using the Movement Imagery Questionnaire-3 (MIQ-3). The total score change from baseline to post-intervention will be analyzed.

Secondary

MeasureTime frameDescription
Isokinetic Quadriceps Strength (60°/s, 120°/s)Baseline to 4 WeeksConcentric isokinetic quadriceps peak torque will be assessed using an isokinetic dynamometer at angular velocities of 60°/s and 120°/s. Average power (Ap) and body mass-normalized peak torque (Nm/kg) will be recorded for the dominant leg. The change from baseline to post-intervention will be analyzed.
Surface EMG Activity (%MVIC)Baseline to 4 WeeksSurface electromyography (sEMG) activity of the rectus femoris, vastus medialis, and vastus lateralis muscles will be recorded during concentric isokinetic quadriceps testing. EMG signals will be processed and normalized to maximal voluntary isometric contraction (MVIC) values. Changes in normalized EMG amplitude (%MVIC) from baseline to post-intervention will be analyzed.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Mar 11, 2026