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.
Study Type
INTERVENTIONAL
Allocation
NON_RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Enrollment
400
Motor and cognitive testing in virtual reality
Serious games implemented in virtual reality to rehabilitate motor and cognitive impairments.
Cliniques universitaires Saint-Luc
Brussels, Woluwé, Belgium
RECRUITINGUpper Extremity Fugl-Meyer Assessment
Highly recommended scale that assess upper limb motor function (0% = worse outcome; 100% best outcome).
Time frame: Through study completion, on average 24 weeks
Box and Block Test
A measure of manual dexterity and activity that requires repeatedly moving 1-inch blocks from one side of a box to another in 60 seconds.
Time frame: Through study completion, on average 24 weeks
The Bells Test
A cancellation task, permits a quantitative and qualitative evaluation of visual neglect
Time frame: Through study completion, on average 24 weeks
Action Research Arm Test
A 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).
Time frame: Through study completion, on average 24 weeks
System Usability Scale
Reliable tool for measuring the usability. It consists of a 10 item questionnaire with five response options for respondents; from Strongly agree to Strongly disagree
Time frame: Through study completion, on average 24 weeks
Upper limb 3D position
Upper 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.
Time frame: Through study completion, on average 24 weeks
Upper limb peak velocity
Upper 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.
Time frame: Through study completion, on average 24 weeks
Upper limb smoothness
Upper 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)
Time frame: Through study completion, on average 24 weeks
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