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RecruitingNCT06152328Updated May 7, 2026

Virtual Reality Based Mirror Therapy

An interventional study of Virtual reality applications based on mirror therapy and Conventional treatment in Stroke, Upper Extremity Paresis and Upper Extremity Paralysis, sponsored by Abant Izzet Baysal University. Recruiting at 1 site in Turkey (Türkiye). Open to participants aged 40 Years to 80 Years. Per ClinicalTrials.gov, last updated 2026-05-07.

Sponsored by Abant Izzet Baysal University · Not applicable, Interventional, and Treatment

From the registry’s dates

  • Started Apr 2024; still recruiting 2 years 7 months later.
Phase
Not applicable
Study type
Interventional
Enrollment
56
Allocation
Randomized
Ages
40 Years to 80 Years
Sex
All
01

Study summary

The aim of this study is to examine the effectiveness of 3D virtual reality assisted mirror therapy based rehabilitation applications compared to classical methods used in stroke rehabilitation.

Read the detailed description

Stroke is a common neurological condition and one of the significant causes of disability and death. For this reason, stroke is one of the leading causes of disability in adulthood and increases health expenditures in this area. Post-stroke rehabilitation is effective in accelerating recovery and reducing the impact of long-term disabilities, but more studies are needed to understand its specific implications.

Virtual reality applications are a method that has been developing rapidly with the development of technology since the 1980s and is used more widely in simulations and games today. Virtual reality and interactive video games have started to be used as a new treatment method in stroke rehabilitation. The advantage of this method is that it allows the patient to use activity methods that cannot be reached or used in the clinical setting, with plenty of repetitive and visual feedback. Moreover, virtual reality programs are designed to be more entertaining and sustainable for a long time compared to traditional treatment programs. There are no virtual reality devices specially designed for treatment, but the game consoles used in the market are modified for this purpose and used comfortably.

Oculus rift is a console that can create a real virtual reality environment. The individual has a realistic experience by seeing his own avatar and interacting with objects in a world where he will be 360-degree interactive in a designed environment completely isolated from the external environment. It is the most advanced technology of virtual reality applications used today, and it increases the individual's feeling of being in a 3D environment with glasses that use the entire visual field of the person and headphones for the transmission of sounds.

As an alternative treatment approach, mirror therapy has been suggested to be beneficial. Unlike other interventions that use somatosensory input to aid motor recovery, mirror therapy relies on visual stimulation. During mirror therapy, a mirror is placed in the patient's midsagittal plane so that the nonparetic side is mirrored as if it were the affected side. The advantages of mirror therapy are that it is relatively easy to administer and can be self-administered, even for patients with severe motor deficits.

Mirror therapy is claimed to alleviate post-stroke hemiparesis. Studies confirm the positive effects of mirror therapy on patients' mobility in post-stroke upper extremity hemiparesis. The concept of mirror therapy is explained neurophysiologically. Evidence suggests that the same cortical motor areas that are active during the observation of movements are involved in the performance of observed actions.

With the environment to be prepared in virtual reality, the individual will see the exact copy of the movements of the healthy side as the movement of the affected extremity. According to the activity to be selected, the image will be projected as if the affected side is doing the same or the opposite movement. Oculus rift has a structure that covers the entire field of vision with its glasses-shaped apparatus and insulates sounds from outside with its earphones. In this way, it will give the person the feeling of being in the environment much more than the non-immersive virtual reality treatments frequently used in previous studies. The person will see the avatar created in the virtual world in real-time, and the movements will turn into an instant image. The image will cover the person's visual field as in the real world, and the person will see their own body through their own eyes throughout the application.

02

Conditions studied

  • Stroke
  • Upper Extremity Paresis
  • Upper Extremity Paralysis

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Keywords

  • Rehabilitation
  • Virtual Reality Immersion Therapy
  • Mirror Movement Therapy
03

In context

Stroke

8,255 studies on the registry are indexed under Stroke; 2,056 are open to participants now.

This study's planned enrollment of 56 is above the median of 49 across 6,024 interventional studies indexed under Stroke.

Browse Stroke studies →

Lead sponsor

Abant Izzet Baysal University is the lead sponsor of 250 studies on the registry; 59 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
40 Years to 80 Years
Sexes eligible
All
Accepts healthy volunteers
No

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.

Inclusion criteria

  • Have a ischemic stroke
  • Stroke duration not less than 2 months and not more than 6 months
  • Individuals with a score of 2b and 3 according to the Thrombolysis in cerebral infarction (TICI) scale
  • A score of 2 and above according to the upper extremity motor assessment of the NIH stroke scale
  • Intact depth perception in the Titmus Stereopsis assessment
  • A score of 24 and above in the Mini-mental test and
  • Independent sitting balance

Exclusion criteria

Exclusion Criteria:

  • Additional neurologic diseases
  • Have a head injury
  • Have a brain tumor
  • Prior cranial surgery
  • Psychological disorder or mental problem
  • Previous stroke
  • Aphasia and apraxia
  • Upper extremity amputation
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Outcomes assessor)
Enrollment
56 participants (estimated)

Study arms

  • Active comparator
    VR group

    During the exercise, games will be selected from the movements that focus on upper extremity function and require the use of both extremities. These functions will be to grasp the object with both hands, to throw the object, and to provide the object's rotation by revealing the hand's supination-pronation movement. During these movements, the image of the healthy side will be mirrored to the affected side. Before each exercise, what kind of movement requested from the patient will be shown in the VR environment.

    Other: Virtual reality applications based on mirror therapy · Other: Conventional treatment

  • Active comparator
    Control group

    In addition to mirror therapy, Bobath therapy, walking exercises, upper extremity active exercises, proprioceptive neuromuscular facilitation techniques, which are traditional physical therapy and rehabilitation methods, will be applied to the control group. In addition, a virtual environment monitoring session will be conducted in non-interactive virtual environments for 10 minutes after their treatment.

    Other: Conventional treatment · Other: Mirror therapy · Other: Placebo virtual reality

Interventions

  • OtherVirtual reality applications based on mirror therapy

    Mirror therapy-based games will be played for 30 minutes every day for eight weeks, three days a week, for the VR group.

  • OtherConventional treatment

    Bobath therapy, walking exercises, upper extremity active exercises, and proprioceptive neuromuscular facilitation techniques will be applied three days a week for eight weeks.

  • OtherMirror therapy

    In conventional mirror therapy, the unaffected extremities of the individuals will be positioned outside the mirror, while the affected extremities will be placed inside the mirror so that the patient cannot see them. In this way, the image of the intact hand will be transferred to the affected side and activities will be performed three days a week for eight weeks.

  • OtherPlacebo virtual reality

    For 8 weeks, watching the uninteractive virtual environment

06

What researchers measure

Primary outcomes

  1. Fugl-Meyer Assessment

    It is a scale based on measuring upper extremity performance in stroke patients. Test; reflex activity, flexor and extensor synergy, combined synergistic movements, non-synergy movements, normal reflex activity, wrist and hand evaluation, coordination and speed evaluation subsections. It consists of 33 items in total, and each item is scored between 0 and 2 points (0: unable, 1: partially able, 2: fully able). The total score is 66.

    Time frame: 8 Weeks

Secondary outcomes

  1. Evaluation of Cortical Activation with EEG

    EEG signals will be recorded over the mu rhythm during rest and imagery tasks. Mu rhythm activity increases during rest and is suppressed during purposeful exercise or activity observation. This mu rhythm suppression is expressed as activation of relevant brain areas.

    Time frame: 8 Weeks

  2. Motor Activity Log-28

    It will be used to assess the spontaneous use of the hemiparetic limb in daily life. The MAG-28 is one of the commonly used assessment tools to assess activity according to the ICF. The MAG-28 consists of two scales and assesses the frequency of use and quality of movement of the affected upper extremity during 28 activities of daily living such as buttoning a shirt, opening a drawer, brushing teeth.In the scale, activity is scored between 0-5. A high score on the scale indicates that the frequency of upper limb use and quality of movement during activity is better.

    Time frame: 8 Weeks

  3. Simulator Sickness Questionnaire

    It has been widely used to assess various forms of illness triggered by virtual environments. It is constructed by transforming symptoms that participants subjectively report the presence and severity of on a scale. The Simulator Sickness Questionnaire assesses 16 symptoms such as eyestrain, nausea, sweating and headache on 4 different severity ratings (none, mild, moderate and severe). Higher scores indicate stronger beliefs about the underlying symptoms of illness. Military pilots with a total score above 20 are considered " poor-failure". The Virtual Reality Sickness Questionnaire, specifically developed to evaluate symptoms triggered by virtual environments. The questionnaire categorizes symptoms into two non-exclusive categories: general symptoms and ocular symptoms. Symptoms are rated on a scale of four severity levels (none, mild, moderate, and severe). A higher number of symptoms and total scores indicate lower tolerance to the virtual environment.

    Time frame: 8 Weeks

  4. System Usability Scale

    It consists of 10 statements that allow evaluating the ease of use (or lack thereof) of websites, software, hardware, mobile devices and other technological applications at a glance. Using a 5-point Likert scale, the SUS is basically a questionnaire for assessing usability and has Turkish validity. The average value of the SUS score is taken as 68, and an SUS score greater than 68 indicates that the system is above average, while a score below 68 indicates that the system is below average. The products with the highest usability ratings are classified as A+ and the percentage range is between 96-100.

    Time frame: 8 Weeks

  5. Stroke-Specific Quality of Life Scale

    It is a stroke-specific, 49-item assessment covering 12 domains to measure quality of life. It measures upper limb function, vision, speech, domestic roles, social roles, mobility, psychological status, work productivity, self-care, perception, memory and personality. Each item is scored by the person himself/herself on a 5-point Likert scale taking into account the last 1 week and high scores indicate good quality of life. The maximum score on the scale is 245.

    Time frame: 8 Weeks

07

Study locations

1 of 1 sites recruiting
08

References and documents

Individual participant data

Plan to share: No

No publications or documents are linked to this record.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on May 7, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT06152328
Collaborators
The Scientific and Technological Research Council of Turkey
Responsible party
Ramazan KURUL (Assistant Professor, Abant Izzet Baysal University) — Principal investigator
First posted
Nov 30, 2023
Start date
Apr 1, 2024
Primary completion
May 2, 2026
Completion
Jun 15, 2026 (estimated)
Last update
May 7, 2026

Study contacts

Ramazan Kurul, Ph.D
Contact
ramazankurul2@hotmail.com
(0374) 254 10 00 ext. 4135
Enes Tayyip Benli, MSc
Contact
enestayyipbenli@gmail.com
(0374) 254 10 00 ext. 4114
Ramazan Kurul, Ph.D
principal investigator · Abant Izzet Baysal University

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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