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Effect of Kinect Based Upper Extremity Exergaming on Trunk Control and Postural Stability in Stroke Patients

2026年6月30日 更新者:Foundation University Islamabad
This research study aims to evaluate the effectiveness of Kinect-based upper extremity exergaming in improving trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. A randomized controlled trial will be conducted, enrolling 40 participants between the ages of 40 and 60 years, within three months post-stroke. Participants will be randomly allocated into two groups: one group will receive Kinect-based virtual reality upper limb training, while the other will undergo conventional task-oriented upper extremity rehabilitation. Both groups will additionally receive standard physiotherapy as required. The intervention will span eight weeks, comprising three sessions per week, each lasting 30 to 45 minutes. Outcome measures will be assessed at baseline, at the fourth week, and at the conclusion of the eighth week using validated tools including the Trunk Impairment Scale, Postural Assessment Scale for Stroke Patients (PASS), Modified Functional Reach Test, Fugl-Meyer Assessment for Upper Extremity, Wolf Motor Function Test, and Stroke-Specific Quality of Life Scale. By examining the potential cross-regional benefits of upper limb virtual reality-based training on trunk control and postural stability, this study seeks to contribute to the development of evidence-based, technologically integrated rehabilitation protocols for stroke patients.

調査の概要

詳細な説明

This study investigates the effectiveness of Kinect-based upper extremity exergaming in enhancing trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. Stroke remains one of the leading causes of long-term disability worldwide, contributing significantly to motor impairments and reduced independence in activities of daily living (ADLs). In Pakistan alone, the estimated annual incidence is approximately 250 per 100,000 people, with stroke-related disabilities severely impacting the quality of life in affected individuals. Among the various impairments observed post-stroke, trunk dysfunction and impaired postural control often go unnoticed in clinical practice, yet they play a crucial role in mobility, coordination, and overall functional performance.

The trunk musculature serves as a central stabilizing unit for coordinated upper and lower limb movement. After a stroke, damage to the motor cortex disrupts bilateral innervation to the trunk muscles, leading to reduced anticipatory control, asymmetric posture, delayed muscle activation, and compensatory movement patterns. These impairments, if unaddressed, can limit recovery of independent function and contribute to fall risk. Despite the importance of trunk control, most rehabilitation protocols continue to focus either on upper or lower limb recovery in isolation, neglecting the interdependence between trunk function and limb mobility. Furthermore, postural stability-a predictor of long-term functional independence-also suffers due to compromised core strength, sensory deficits, and neuromuscular incoordination after stroke.

Virtual reality (VR)-based rehabilitation has emerged as a promising tool to address these limitations by offering immersive, task-specific, and repetitive training that engages patients both physically and cognitively. Kinect-based exergaming, in particular, has gained popularity due to its cost-effectiveness, accessibility, and the ability to capture full-body movements without the need for wearable sensors. The Microsoft Xbox Kinect system allows users to interact with games through body motion, providing a novel form of therapy that can be customized to target specific joint movements and muscle groups. When used for upper extremity rehabilitation, many of these exergames indirectly stimulate trunk control through dynamic reaching, weight shifting, and balance-maintaining tasks, thus creating potential for cross-regional therapeutic effects.

The current study will employ a randomized controlled trial design to compare the outcomes of Kinect-based upper extremity exergaming with traditional task-oriented training. A total of 40 participants, aged 40 to 60 years and within three months post-stroke, will be recruited using purposive sampling from the Foundation University College of Physical Therapy and Fauji Foundation Hospital. Participants will be randomly allocated into two groups using a coin toss method. Group A will receive Kinect-based VR training involving specific upper limb exergames such as boxing, table tennis, volleyball, and bowling, while Group B will undergo structured task-oriented upper extremity training involving functional movements like reaching, grasping, and lifting. Both groups will receive additional conventional physiotherapy based on clinical need.

The intervention will span eight weeks, with participants attending three sessions per week, each lasting 30 to 45 minutes. Outcome assessments will be conducted at three time points baseline, week 4, and week 8 using validated tools: Trunk Impairment Scale (TIS) for trunk control, Postural Assessment Scale for Stroke Patients (PASS) and Modified Functional Reach Test (MFRT) for postural stability, Fugl-Meyer Assessment for Upper Extremity (FMA-UE) and Wolf Motor Function Test (WMFT) for upper limb function, and Stroke-Specific Quality of Life Scale (SS-QoL) for overall well-being.

Several studies provide the foundation for this research. Bessa et al. (2020) conducted a randomized controlled trial to evaluate the effect of exergame training on postural balance in chronic stroke patients. The study involved 42 participants and used games designed primarily for balance training. The results demonstrated significant improvement in postural control among the experimental group, affirming that interactive gaming environments can enhance dynamic stability. However, this study focused on lower-limb and core engagement and did not investigate cross-regional effects initiated by upper extremity movements, which my study aims to address.

Another relevant study by El-Kafy et al. (2021) explored the benefits of combining virtual reality-based therapy with conventional upper limb rehabilitation in stroke patients. The researchers observed substantial improvement in upper limb function among patients who received the combined treatment compared to those who underwent conventional therapy alone. The study, however, faced limitations due to small sample size and high dropout rates caused by the COVID-19 pandemic. Moreover, it did not evaluate outcomes related to trunk control or postural stability, leaving a gap in understanding the broader effects of VR interventions.

A third study by Khallaf (2020) investigated the impact of task-specific training on trunk control and balance in individuals with subacute stroke. This study highlighted that targeted trunk training can significantly improve sitting balance and posture; however, it did not examine whether improvements in upper limb activity could also translate into better trunk performance. It also excluded upper extremity assessment entirely, thereby underscoring the need for integrated protocols that examine cross-functional outcomes.

From these insights from these three studies, this research aims to explore whether upper extremity-focused VR training can stimulate improvements beyond the limb itself-particularly in trunk control and postural stability. Kinect-based training requires patients to maintain upright posture, shift weight dynamically, and reach across their base of support, thus activating the core muscles responsible for balance and trunk alignment. Over time, such repetitive and interactive movements may enhance both anticipatory and reactive postural control, which are essential for functional independence.

This study aims to fill a critical gap in stroke rehabilitation research by assessing whether engaging and affordable technologies like Kinect can deliver not only targeted upper limb recovery but also broader benefits to trunk control and postural stability. If successful, the findings will support the integration of virtual reality-based interventions into standard clinical practice, especially in resource-constrained settings. This approach may lead to more holistic, motivating, and patient-centered rehabilitation strategies that significantly enhance the quality of life in stroke survivors.

研究の種類

介入

入学 (実際)

40

段階

  • 適用できない

連絡先と場所

このセクションには、調査を実施する担当者の連絡先の詳細と、この調査が実施されている場所に関する情報が記載されています。

研究場所

      • Islamabad、パキスタン、46000
        • Foundation University College of Physical Therapy

参加基準

研究者は、適格基準と呼ばれる特定の説明に適合する人を探します。これらの基準のいくつかの例は、人の一般的な健康状態または以前の治療です。

適格基準

就学可能な年齢

  • 大人
  • 高齢者

健康ボランティアの受け入れ

いいえ

説明

Inclusion Criteria:

  • Sub acute and Chronic Stroke (>3 months)

    • Both genders
    • Age 40 years and above.
    • Patient able to stand with eyes close for 10 seconds
    • Patient able to understand commands
    • TUG more than >20
    • UL Fugyl Meyer Score (UL-FMS) < 30/66

Exclusion Criteria:

  • Patient with history of active Fits and recurrent stroke attacks.
  • Patients with neurological disorders other than stroke
  • Patient with uncontrolled systemic disorders ( DVT, CABG, IHD, CHD, CPD, pacemaker use)
  • Severe Musculoskeletal and orthopedic disorders.
  • Patients diagnosed with Psychiatric disorder
  • Pain in the hemiplegic shoulder NPRS >4
  • Patients with diagnosed vestibular impairment

研究計画

このセクションでは、研究がどのように設計され、研究が何を測定しているかなど、研究計画の詳細を提供します。

研究はどのように設計されていますか?

デザインの詳細

  • 主な目的:処理
  • 割り当て:ランダム化
  • 介入モデル:並列代入
  • マスキング:なし(オープンラベル)

武器と介入

参加者グループ / アーム
介入・治療
実験的:Kinect-Based Upper Extremity Exergaming
Each session includes a 5-minute warm-up, 35 minutes of active gameplay (combination of selected exergames), and a 5-minute cool-down period. Sessions occur three times per week for eight weeks, totaling 24 supervised sessions. The complexity and intensity of the games are progressively adjusted based on the participant's functional ability. Cuff weights (½ kg to 1 kg) are introduced from week 5 onwards to increase resistance and promote strength gains. Participants progress through predefined game levels, beginning with basic motor tasks and advancing to more complex, multijoint coordination activities.

The exergames include:

  • Boxing: Involves bilateral upper limb movements such as punching, blocking, and arm elevation, requiring shoulder flexion/extension, elbow flexion/extension, wrist motion, and trunk rotation.
  • Bowling: Involves reaching to one side, grasping, and swinging the arm forward with balance control and anticipatory trunk adjustments.
  • Table Tennis: Requires quick arm movements, shoulder internal/external rotation, elbow flexion, forearm supination, and wrist coordination, with trunk stabilization during rapid directional shifts.
  • Bubbles in Space: Involves flapping arms, reaching upward and laterally, simulating a zero-gravity environment. Participants must maintain arm elevation and trunk symmetry to "pop" virtual bubbles floating across the screen.
  • Volleyball: Involves tossing and hitting motions with one or both arms, requiring coordinated trunk rotation and controlled postural reactions.
アクティブコンパレータ:Task oriented exercises
The training protocol is delivered three times per week for eight weeks, matching the frequency and duration of Arm A. Each session lasts 45 minutes, including a warm-up and rest periods. Each task is repeated for 10-15 repetitions per set, with two sets per task, and modified based on the participant's ability and fatigue level. From week 5 onwards, light cuff weights (½ to 1 kg) are incorporated to challenge muscle endurance and strength. All exercises are demonstrated by the therapist before practice, and patients are encouraged to perform them with minimal compensation and maximal control.
  • Reaching for an item on a high shelf: Promotes shoulder flexion and trunk extension.
  • Throwing a ball toward the therapist: Involves shoulder external rotation, elbow extension, and trunk rotation.
  • Picking up a cup from a table and bringing it to the mouth: Simulates eating or drinking tasks and promotes hand-to-mouth coordination.
  • Reaching across the body to grab an object: Requires shoulder adduction, trunk rotation, and balance control.
  • Lifting an object from the floor and placing it on a table: Integrates trunk flexion with controlled upper limb lifting and placement.

この研究は何を測定していますか?

主要な結果の測定

結果測定
メジャーの説明
時間枠
Trunk control
時間枠:8 weeks

Trunk Impairment Scale was used to measure trunk control.

  • 0-7 points: Severe impairment of trunk control.
  • 8-16 points: Moderate impairment of trunk control.
  • 17-23 points: Mild or no impairment of trunk control.
8 weeks
Trunk Control
時間枠:8 weeks

Modified Functional Reach test

  • 15.2 to 17.8 cm limited functional balance and an elevated risk of falling
  • 25.4 cm Healthy Independent, no fall risk
8 weeks
Postural Stability
時間枠:8 weeks

Postural Assessment Scale for Stroke Patients (PASS)

  • 0 = Unable to perform the task.
  • 1 = Requires substantial assistance.
  • 2 = Requires minimal assistance.
  • 3 = Can perform the task independently.
  • Total Score Range: 0 to 36 points (higher scores indicate better postural control).
8 weeks
Upper Extremity function
時間枠:8 weeks

Fugyl Meyer Scale (FMA -UE)

  • 0-19 points: Severe impairment
  • 20-47 points: Moderate impairment
  • 48-66 points: Mild impairment or near-normal function
8 weeks
Upper Extremity function
時間枠:8 weeks

Wolf Motor Function test

  • 0-25: Severe impairment
  • 26-50: Moderate impairment
  • 51-75: Mild to no impairment
8 weeks
Quality of life of patients
時間枠:8 weeks
Stroke-Specific Quality of Life Scale (SS-QoL) Scores range from 49 (worst) to 245 (best).
8 weeks

協力者と研究者

ここでは、この調査に関係する人々や組織を見つけることができます。

研究記録日

これらの日付は、ClinicalTrials.gov への研究記録と要約結果の提出の進捗状況を追跡します。研究記録と報告された結果は、国立医学図書館 (NLM) によって審査され、公開 Web サイトに掲載される前に、特定の品質管理基準を満たしていることが確認されます。

主要日程の研究

研究開始 (実際)

2025年3月15日

一次修了 (実際)

2026年5月10日

研究の完了 (実際)

2026年5月15日

試験登録日

最初に提出

2026年6月30日

QC基準を満たした最初の提出物

2026年6月30日

最初の投稿 (実際)

2026年7月7日

学習記録の更新

投稿された最後の更新 (実際)

2026年7月7日

QC基準を満たした最後の更新が送信されました

2026年6月30日

最終確認日

2026年6月1日

詳しくは

本研究に関する用語

医薬品およびデバイス情報、研究文書

米国FDA規制医薬品の研究

いいえ

米国FDA規制機器製品の研究

いいえ

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