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Not yet recruitingNCT07360171MOCAPUpdated Jan 30, 2026

Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities

An observational study in Cerebral Palsy and Cerebral Palsy (CP), sponsored by Holland Bloorview Kids Rehabilitation Hospital. Not yet recruiting at 1 site in Canada. Open to participants aged 5 Years to 24 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-01-30.

Sponsored by Holland Bloorview Kids Rehabilitation Hospital · Observational

Study type
Observational
Model
Case-only
Time perspective
Cross-sectional
Enrollment
100
Ages
5 Years to 24 Years
Sex
All
01

Study summary

The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems for tracking therapy exercises and movement during game play. Specific aims are:

  1. To evaluate the accuracy of the kinematic metrics tracked by marker-less motion capture systems by comparing them to the gold standard marker-based Motion Analysis system.
  2. To assess agreement between exercise repetition counts and clinical assessment scores determined from data collected by the markerless motion capture systems compared to the gold standard marker-based Motion Analysis system and a trained clinician.
  3. To explore the extent to which kinematic metrics collected during gameplay (e.g. smoothness of movement, symmetry index) can discriminate different motor abilities.
  4. To understand children's perspectives on motion capture video games in the context of rehabilitation.

Participants will:

Perform active range of motion of each joint (3 repetitions, outside of the game environment) and rehabilitative movements within games developed at Holland Bloorview that target anatomical movements (e.g. shoulder abduction/adduction, shoulder flexion/extension, elbow flexion/extension, lateral trunk lean, hip flexion/extension, knee flexion/extension, trunk flexion/extension)

Play each mini game until 10 repetitions are made regarding the game objective or 2-minutes of game play is reached.

Read the detailed description

Problems in prenatal brain development or brain injury in infancy can cause cerebral palsy (CP), a non-progressive disorder associated with impaired movement, posture, and balance. CP is the most common motor disability in children affecting two to three children for every 1000 births.

Although CP is a permanent disability, occupational and physical therapy can be implemented to help improve motor function or manage the symptoms over time. However, access to these therapies can be limited by financial, time, and geographical constraints. This motivates interest in home-based rehabilitation programs. Several studies have evaluated the possibility of active video games (AVGs) to complement conventional in-person rehabilitation interventions and boost motivation in children. The user interacts with the environment within the AVG via different motion-tracking interfaces ranging in complexity from inertial measurement units (i.e. Wii control stick) to 3D depth sensors (i.e. Microsoft Kinect). From a meta-analysis conducted by Ren et al., AVGs have been found to enhance gross motor function for children with CP.

Given the individual rehabilitation goals and abilities of each child, AVGs are most effective when they can be calibrated to target specific body segments for motor skill development. Ideally, AVGs would adapt to the child's physical performance in the same way that a therapist observes a patient's progress and adjusts the intensity and frequency of the exercise. Data collected from technological systems, such as an optoelectronic motion tracking system, has the potential to follow changes in movement abilities to support progress tracking. Gold standard optoelectronic motion capture (e.g., Vicon, Motion Analysis) are too expensive for the home, but there are low-cost, commercial products that are practical for home use (e.g., Microsoft Kinect, Orbbec Persee). While the movement-tracking capabilities of these devices are sufficient to support game play, it is not known how accurately they track movements (i) during game play and (ii) for children with diverse motor skills and patterns. This information is pertinent to validate the use of low-cost optoelectronic, motion-tracking to (i) provide high quality feedback and support practice of therapy exercises (e.g. to what extent can these systems recognize and provide feedback on exercises in the same way that a therapist would?) and (2) track changes in motor performance (i.e. to what extent can these systems be used to accurately quantify and track changes in motor skills?)

To increase accessibility for a larger population of children with CP, a series of interactive video games have been created at the Possibility Engineering and Research Lab (PEARL), which tracks rehabilitation exercises and integrates these into gameplay. The video games, Bootle Blast (BB) and Bootle Boot Camp (BC), utilize a 3D depth sensor, the Orbbec Persee+. Bootle Blast has been successfully piloted by 4 children with CP over 12 weeks in their homes and used in clinics at Holland Bloorview Kids Rehabilitation Hospital since 2017. To date, body tracking has been used primarily to support children's interactions in the games. Its accuracy for tracking therapy exercises, potential to deliver high quality feedback, and validity for quantifying qualities of movement (e.g., reach envelope, smoothness of movement, movement trajectory) has yet to be established.

The overall goal of this study is to establish the clinical utility and accuracy of markerless motion captures systems (e.g. the Orbbec Persee+/Astra 2, Apple LiDAR, 2D cameras + body tracking software) for tracking therapy exercises and movement during game play.

02

Conditions studied

  • Cerebral Palsy
  • Cerebral Palsy (CP)

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Keywords

  • Home-Based Rehabilitation
  • Interactive Video Game Therapy
  • Gamified Rehabilitation
  • Digital Therapeutics
  • Tele-Rehabilitation
  • Active Video Gaming
  • Motion Analysis
03

In context

Cerebral Palsy

1,936 studies on the registry are indexed under Cerebral Palsy; 458 are open to participants now.

This study's planned enrollment of 100 is above the median of 63 across 472 observational studies indexed under Cerebral Palsy.

Browse Cerebral Palsy studies →

Lead sponsor

Holland Bloorview Kids Rehabilitation Hospital is the lead sponsor of 64 studies on the registry; 13 are open to participants now.

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

04

Who can participate

Ages eligible
5 Years to 24 Years
Sexes eligible
All
Accepts healthy volunteers
Yes
Sampling method
Non-probability sample

Study population

Study population will include clients recruited through Holland Bloorview Kids Rehabilitation Hospital as well as through community postings

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

  1. Aged 5 to 24 years
  2. Sufficient motor skills to successfully play the game (i.e., able to lift hand above shoulder)
  3. Able to see and interact with the monitor - minimal visual or auditory impairments
  4. Willing to wear reflective stickers on skin and on tight fitting clothing
  5. Willing to wear athletic tape around arms and/or legs to secure loose clothing
  6. Mobility similar to GMFCS Levels I-III.

Exclusion criteria

Exclusion Criteria:

  • Any injury/disability that would make moderate exercise unsafe.
  • History of epilepsy aggravated by screen time. For the latter, the child will be eligible to participate if they safely participated in 1 hour of TV/video games per week as reported by the parent.
05

Study design

Observational model
Case-only
Time perspective
Cross-sectional
Enrollment
100 participants (estimated)
Patient registry
No

Groups and cohorts

  • Primary Arm

    Participants' sociodemographic data is collected prior to the active component of study session. During the active component, participants will play a collection on movement-based video games that target specific rehabilitation movements. While playing, participants' movements are captured using different technologies including 2D and 3D cameras and marker-based motion capture systems. The games will be played in a randomized order, and the motion data will be collected for the full duration. The participants will be able to rest as needed between each mini game. The overall active game play will be approximately 30 minutes with approximately 10 minutes of walking (3-8 passes on a 5m track for children who are able) and active range of movement measurements.

    Device: Validity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities

Interventions

  • DeviceValidity Assessment of Sensors for Movement Tracking With Children/Youth With Diverse Neuromotor Abilities

    Participants will play active video games by moving their bodies while their movements are tracked by different sensors.

06

What researchers measure

Primary outcomes

  1. Standardized Clinical Assessment: 30 Second Sit To Stand Test

    A measurement that assesses functional lower extremity strength.

    Time frame: Baseline

  2. Standardized Clinical Assessment - Five Times Sit to Stand Test

    The Five Times Sit to Stand Test measures one aspect of transfer skill. The test provides a method to quantify functional lower extremity strength and/or identify movement strategies a patient uses to complete transitional movements.

    Time frame: Baseline

  3. Standardized Clinical Assessment: Paediatric Reach Test

    A modified form of the Functional Reach Test (FRT). The PRT measures side reaching as well as forward reaching in both sitting and standing positions.

    Time frame: Baseline

  4. Standardized Clinical Assessment: Single Leg Stance Test

    Used to assess static postural and balance control

    Time frame: Baseline

  5. Standardized Clinical Assessment: Timed Up and Go

    Assesses mobility, balance, walking ability, and fall risk

    Time frame: Baseline

  6. Sensor Movement Tracking Data

    Joint positions in X-Y-Z coordinate space.

    Time frame: Baseline

07

Study locations

1 site
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 Jan 30, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT07360171
Lead sponsor
Holland Bloorview Kids Rehabilitation Hospital
Responsible party
Sponsor
First posted
Jan 22, 2026
Start date
Feb 1, 2026 (estimated)
Primary completion
Dec 31, 2027 (estimated)
Completion
Dec 31, 2027 (estimated)
Last update
Jan 30, 2026

Study contacts

Selvi Sert, MEng
Contact
ssert@hollandbloorview.ca
416-425-6220 ext. 3109
Alexander Hodge, BSc
Contact
ahodge@hollandbloorview.ca
416-425-6220 ext. 3245
Elaine Biddiss, PhD
principal investigator · Holland Bloorview Kids Rehabilitation Hospital, Bloorview Research Institute

Oversight

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

Not currently enrolling

This study is not yet recruiting, as verified in Jan 2026. You cannot join it, but the record below documents what was studied.

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