The study aims to assess the feasibility of using Resynk, a virtual reality (VR) software platform for upper limb rehabilitation for stroke survivors, both in acute hospital settings and in the community (home, private nursing home, residential home). Resynk offers interactive, task-oriented training that enhances therapy intensity and patient motivation. Previous findings from a Quality Improvement project showed significant increases in treatment intensity and patient engagement with Resynk. This study will explore barriers to Resynk implementation and gather input from staff participants and stroke survivors to ensure successful integration and effectiveness. Resynk will be delivered alongside standard care, with no intention to delay or reduce existing rehabilitation services. The study involves two participant groups -adult stroke survivors and Occupational Therapists. These represent realistic and appropriate user groups for this stage of implementation research. A control group is not included, as the primary aim is not comparative effectiveness but to assess feasibility and user experience. This study will use a exploratory approach to using qualitative methods for gather insight into safety, acceptability and usability such as the System usability Scale, EQ-5D-5L and custom design Questionnaire. Quantitative methods will be used for evaluating rehabilitating and function outcomes this includes data collected by the Resynk application and the standardised Fugl Meyers assessment. The study will involve pre, post and follow up data collection for both participant groups.
Study Type
INTERVENTIONAL
Allocation
NON_RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
NONE
Enrollment
30
The study will use hardware and software to achieve this immersive virtual reality. The Resynk Virtual Reality programme (software) and the Meta Quest Virtual Reality Headset (hardware) will be used. Immersive virtual reality (VR) is when technology makes you feel like you're inside a different world. You wear a virtual reality headset that covers your eyes and ears, showing you a 3D world and playing matching sounds. The headset's head tracking, changing the view in the VR world as you look around. You can then interact with this virtual reality world depending on the application or game you use. The Resynk VR software launches automatically, guiding them through therapist-designed games that make rehabilitation engaging. The system uses advanced hand-tracking technology, eliminating the need for physical controllers. It detects joint movements in the hands and fingers, allowing users to perform key rehabilitation exercises such as supination, pronation, grasping, and pinching.
The Resynk Virtual Reality programme (software) and the Meta Quest Virtual Reality Headset (hardware) will be used by Occupational therapy participants to treat the stroke survivor participants
Royal Victoria Hospital
Belfast, Down, United Kingdom
System Usability Scale
Scale assess the usability of the resynk VR system for both arms higher score mean higher usability
Time frame: Day 1 & Day 30
Safety and Acceptability Questionnaire
A custom Questionnaire to evaluate the safety and acceptability of Resynk VR in both arms
Time frame: Day 1 & Day 30
Upper limb function (Fugl-Meyer Assessment)
The standardised Fugl meyer upper limb assessment to assess upper limb function stroke survivor arm only
Time frame: Day 1 & Day 30
Quality of life (EQ-5D-5L)
Assess the quality of life of the patient before and after intervention stroke survivor arm only
Time frame: Day 1 & Day 30 & Day 60
self-efficacy (General Self-Efficacy Scale)
self-efficacy is a person's perception of their ability to perform tasks stroke survivor arm only
Time frame: Day 1 & Day 30
rehabilitation intensity (resynk repetition count vs average conventional therapy based on literature)
Compare resynk rehab intensity vs conventional to show service improvement or not, stroke survivor arm only
Time frame: Day 1 & Day 30
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