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Effect of Virtual reality-based balance program in healthy adults

The effect of virtual reality-based balance training under the motor learning and postural control in healthy adults

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
TCTR
Registry ID
TCTR20180430005
Enrollment
12
Registered
2018-04-30
Start date
2016-09-07
Completion date
Unknown
Last updated
2026-08-03

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

Conditions

Healthy adults

Interventions

The participants in this group provided the balance training program with a virtual reality system. This system consisted of a laptop and Kinect sensor. Each participant had to stand in front of the s
they had to move&#44
grasp and release their dominant hand. They required playing three proposed games in standing position. In each trial of these game&#44
the score is collected and recorded as a text file. There are 6 trials for a game. The duration of one trial is 2 minutes and 30 seconds. In one session&#44
the total duration of training with this system is 45 minutes. All participants in this group need to complete the training session for 3 days/week&#44
twelve sessions for 4 weeks. ,All participants required to perform nine balance exercise program which consisted of five static balance exercises and four dynamic balance exercises. The static balanc
(b) standing with feet apart during eye close condition&#44
(c) standing with the dominant foot in front of another foot (or tandem stance)&#44
(d) disturbance during quiet standing&#44
and (e) standing on firm surface (e.g. wooden or cement floor) or unstable surface (such as foam&#44
grass or sand). The protocol in dynamic balance training condition consisted of (a) double leg stance on the firm surface while holding a glass of water&#44
(b) tandem stance while turning the hand quickly&#44
(c) double leg stance while reaching in any direction and (d) throwing and getting a ball while in the standing position. The duration of each exercise is 5 minutes. The total duration of a session is
Experimental Device,Active Comparator Other
Virtual reality&#45
based balance training program,Conventional balance exercise program

Sponsors

National Research Council of Thailand (NRCT)
Lead Sponsor

Eligibility

Sex/Gender
All
Age
40 Years to 60 Years

Inclusion criteria

Inclusion criteria: 1.No history of neuromuscular disease, 2.No disease of sensation, 3.No history of a musculoskeletal disease, 4.No intake of medications that affect the postural control system at least 12 hours prior to the experiment, and 5.No alcohol consumption 12 hours prior to the experiment.

Exclusion criteria

Exclusion criteria: 1. Participants with dependent ambulation, 2. Participants who cannot communicate in Thai language, and 3. Subjects who have any diseases that affect the balance function.

Design outcomes

Primary

MeasureTime frame
game performance 6 trials/game, 3 games/day, 3 days/week for 4 weeks score during play a game in virtual reality system,postural control Before starting the training session and at the end of training session plantar pressure measurement (Matscan model 3150, Tekscan)

Secondary

MeasureTime frame
motor learning 6 trials/game, 3 games/day, 3 days/week for 4 weeks learning curve that estimated by the mathematical models from score

Countries

Thailand

Contacts

Public ContactWarakorn Charoensuk

Mahidol University

warakorn.cha@mahidol.ac.th(+66)81-255-7960

Outcome results

None listed

Source: TCTR (via WHO ICTRP) · Data processed: Aug 9, 2026