An interventional study of Motor and cognitive virtual reality-based assessments and Motor and cognitive virtual reality-based serious games in Stroke, Hemiparesis and Cognitive Impairment, sponsored by Université Catholique de Louvain. Status unknown at 1 site in Belgium. Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2022-06-15.
Sponsored by Université Catholique de Louvain · Not applicable, Interventional, and Treatment
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 :
7,441 studies on the registry are indexed under Stroke; 2,012 are open to participants now.
This study's planned enrollment of 400 is above the median of 50 across 5,482 interventional studies indexed under Stroke.
Browse Stroke studies →Université Catholique de Louvain is the lead sponsor of 151 studies on the registry; 57 are open to participants now.
Counted across the registry records on this site, refreshed daily.
Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.
Exclusion Criteria:
Stroke patients with hemiparesis and/or cognitive impairments (such as apraxia, aphasia and hemineglect)
Behavioral: Motor and cognitive virtual reality-based assessments · Behavioral: Motor and cognitive virtual reality-based serious games
Subjects who do not suffer from any pathology that could affect upper-limb motor function or cognition
Behavioral: Motor and cognitive virtual reality-based assessments · Behavioral: Motor and cognitive virtual reality-based serious games
Motor and cognitive testing in virtual reality
Serious games implemented in virtual reality to rehabilitate motor and cognitive impairments.
Upper 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
Plan to share: No
This study is status unknown, as verified in Jun 2022. You cannot join it, but the record below documents what was studied.
Get an email when the registry record changes — status, dates, results — or when someone posts here.
Sign in to followQuestions and observations about this study, from anyone following it. Not medical advice, and not a channel to the study team — their contact details are on the registry record.
Sign in to join the discussion. Reading takes no account; posting does. You choose a display name, and a pseudonym is the default.
Nothing here yet. If you are running this trial, taking part in it, or weighing whether to, this is the place to say so.
Université Catholique de Louvain →