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CompletedNCT06836310VR-TOMUpdated Feb 20, 2025

Effect of Virtual Reality Applied to a Task-Oriented Movement

An interventional study of Real Performance Task-Oriented Movement and Virtual Reality Task-Oriented Movement in Virtual Reality Therapy, sponsored by University of Gaziantep. Completed at 1 site in Turkey. Open to participants aged 18 Years to 30 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2025-02-20.

Sponsored by University of Gaziantep · Not applicable, Interventional, and Basic science

From the registry’s dates

  • Registered 1 year 1 month after the study started (first participant enrolled Dec 2023, registered Feb 2025).
Phase
Not applicable
Study type
Interventional
Enrollment
26
Allocation
Randomized
Ages
18 Years to 30 Years
Sex
All
01

Study summary

This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Each participant completed a single-session intervention using the Oculus Quest 2 VR system. The study measured Joint Position Sense (JPS), Reaction Time (RT), and Gross Manual Dexterity using standard clinical tests before and after the intervention. The results will help understand how VR-based task-oriented movements influence upper extremity function and whether VR can be effectively used in rehabilitation and sports science applications.

Read the detailed description

This description provides a summary of the key elements of the study protocol, focusing on the design, interventions, and general approach to evaluation. It does not include the full protocol document or detailed assessment procedures, which are available upon request.

This study is a randomized cross-over trial designed to investigate the acute effects of a task-oriented movement-based virtual reality (VR) application on upper extremity functions in healthy individuals. The primary aim is to evaluate the impact of VR-supported movement exercises on joint position sense (JPS), reaction time (RT), and gross manual dexterity.

The research involves 26 healthy participants who were randomly assigned to two intervention sequences:

Real Performance first (f-RP) group: Participants performed task-oriented movements in a real environment on the first day, followed by a VR-based task-oriented movement session on the second day.

Virtual Reality first (f-VR) group: Participants performed VR-based task-oriented movements on the first day, followed by a real environment session on the second day.

Each intervention lasted 10 minutes and included a task-oriented ball-throwing activity, where participants used repetitive wrist and upper limb movements to throw balls into a target pool placed 2 meters away. The VR intervention was delivered using the Oculus Quest 2 head-mounted display, with real-time visual, auditory, and tactile feedback integrated into the application. The real-world intervention matched the VR setup as closely as possible, including chair position, distance to the target, and ball size.

Assessments were conducted immediately before and after each intervention to observe acute effects. The primary focus was on changes in upper extremity functions and neuromuscular responses following task-oriented movements in VR and real environments.

Data were analyzed for within-group and between-group differences, as well as potential carryover and period effects, using parametric statistical methods appropriate for cross-over trials. The results indicated that VR-based task-oriented applications acutely enhanced reaction time and supported hand functions in healthy individuals. JPS measures remained stable across both intervention types, suggesting that VR-created movement perception can closely resemble real-world joint positioning.

These findings contribute to understanding the short-term effects of VR applications on upper extremity functions and support the potential for VR-based interventions in rehabilitation and performance enhancement.

02

Conditions studied

  • Virtual Reality Therapy

Keywords

  • Virtual reality
  • upper extremity
  • reaction time
  • joint position sense
  • task-oriented
03

In context

Lead sponsor

University of Gaziantep is the lead sponsor of 100 studies on the registry; 26 are open to participants now.

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

04

Who can participate

Ages eligible
18 Years to 30 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • to be over 18 years old,
  • volunteering to participate in the study,
  • having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).

Exclusion criteria

Exclusion Criteria:

  • not having an upper extremity injury in the last year,
  • the presence of rheumatic disease,
  • pregnancy,
  • the presence of cervical disc herniation and thoracic outlet syndrome.
05

Study design

Phase
Not applicable
Primary purpose
Basic science
Allocation
Randomized
Intervention model
Crossover assignment
Masking
None (open label)
Enrollment
26 participants (actual)

Study arms

  • Experimental
    Real Performance First (f-RP)

    Participants first performed the task-oriented movement in a real environment. On the following day, they completed the same movement using a virtual reality (VR) system (Oculus Quest 2). Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.

    Behavioral: Real Performance Task-Oriented Movement

  • Experimental
    Virtual Reality First (f-VR)

    Participants first performed the task-oriented movement using a virtual reality (VR) system (Oculus Quest 2). On the following day, they completed the same movement in a real environment. Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.

    Behavioral: Virtual Reality Task-Oriented Movement

Interventions

  • BehavioralReal Performance Task-Oriented Movement

    Participants performed a task-oriented movement in a real environment by throwing balls into a physical pool for 10 minutes. The movement was designed to engage upper extremity function.

  • BehavioralVirtual Reality Task-Oriented Movement

    Participants performed a task-oriented movement in a virtual environment using the Oculus Quest 2 VR system for 10 minutes. The task involved throwing virtual balls into a virtual pool with real-time feedback.

06

What researchers measure

Primary outcomes

  1. Reaction Time (RT) in milliseconds

    Reaction time was measured using a mobile application ("Reaction Time Test" app) before and after the intervention. Participants tapped the screen as quickly as possible when a visual stimulus appeared. The average reaction time (in milliseconds) over 25 trials was recorded.

    Time frame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)

Secondary outcomes

  1. Joint Position Sense (JPS) measured in degrees

    Joint position sense was evaluated using a universal goniometer for both shoulder and wrist proprioception. Participants were asked to reproduce specific joint angles without visual feedback, and the absolute angular error (in degrees) was recorded.

    Time frame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)

07

Study locations

1 site
  • Gaziantep University, Faculty of Sport Sciences
    Gaziantep, Şehitkamil 27350, Turkey
08

References and documents

Individual participant data

Plan to share: Yes — De-identified participant data (reaction time, joint position sense, and Box and Block Test scores) will be shared upon reasonable request. Data will be available after study completion for researchers conducting related studies. Requests should be submitted via email to z_pancar@hotmail.com

Supporting information: Study protocol, Sap

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 Feb 20, 2025, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT06836310
Lead sponsor
University of Gaziantep
Responsible party
Zarife Pancar (Assoc.Prof., University of Gaziantep) — Principal investigator
First posted
Feb 20, 2025
Start date
Dec 10, 2023
Primary completion
Jan 25, 2024
Completion
May 25, 2024
Last update
Feb 20, 2025

Oversight

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

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