Feasibility of Occupation-Based Immersive Virtual Reality for Upper-Limb Rehabilitation After Stroke
Pilot Feasibility Study of an Occupation-Based Immersive Virtual Reality Intervention for Upper-Limb Rehabilitation After Stroke
This ongoing, single-group pilot feasibility study aims to evaluate the feasibility, usability, and acceptability of an occupation-based immersive virtual reality (IVR) rehabilitation program for adults with stroke-related upper-limb impairment. The study has an anticipated enrollment of 20 participants, of whom eight were enrolled during the initial recruitment period.
The intervention consists of 12 supervised sessions per participant, each including approximately 30 minutes of virtual activities delivered through two custom-developed IVR applications, Virtual Gardening and Virtual Painting, using a Meta Quest 2 head-mounted display (HMD). The intervention is provided as an adjunct to usual occupational therapy.
The study examines intervention completion, session delivery, gameplay duration, technical interruptions, safety, user satisfaction, symptoms associated with virtual reality exposure, and participation during rehabilitation sessions. Upper-limb motor function and independence in activities of daily living are also assessed as exploratory clinical outcomes.
The primary aim is to determine whether this occupation-based IVR rehabilitation program can be feasibly implemented in clinical practice and to identify areas for improvement before larger-scale studies. The study is not designed to establish the effectiveness of the intervention compared with conventional rehabilitation.
연구 개요
상태
상태
정황
정황
개입 / 치료
개입 / 치료
상세 설명
The intervention was developed through a stakeholder-informed process that incorporated occupational therapists' perspectives, stroke survivors' activity preferences, task-level characterization, and preliminary usability evaluation. Two custom-developed IVR applications, Virtual Gardening and Virtual Painting, were implemented using Unity and delivered through a Meta Quest 2 HMD.
This ongoing, single-group pilot feasibility study has an anticipated enrollment of 20 adults with stroke-related upper-limb impairments. Eight participants were enrolled during the initial recruitment period, and recruitment is continuing toward the planned sample size. Participants are scheduled to receive 12 supervised IVR sessions as an adjunct to their usual occupational therapy.
Each session is planned to include approximately 30 minutes of virtual activities: 10 minutes of structured Gardening, 10 minutes of structured Painting, 5 minutes of free Gardening, and 5 minutes of free Painting. Rest breaks and therapist assistance are provided according to individual needs.
The applications include graded activities involving reaching, object interaction, upper-limb coordination, and creative engagement. Different interaction modes, including affected-hand interaction and mirrored control using the unaffected hand, are available to accommodate individual functional abilities. All activities are performed in a seated position under therapist supervision.
Exploratory clinical outcomes include upper-limb motor impairment, assessed using the Fugl-Meyer Assessment for the Upper Extremity (FMA-UE), and independence in activities of daily living, assessed using the Barthel Index. Both measures are administered at baseline (before the first intervention session) and after completion of session 12.
User satisfaction and experience are assessed using the User Satisfaction Evaluation Questionnaire (USEQ), while symptoms associated with virtual reality exposure are monitored using the Simulator Sickness Questionnaire (SSQ). Both questionnaires are administered after intervention sessions 1, 6, and 12.
Participation during rehabilitation is assessed by the therapist using the Pittsburgh Rehabilitation Participation Scale (PRPS) during each intervention session (sessions 1-12).
The study is conducted in supervised rehabilitation settings in Larissa, Greece. Its primary purpose is to examine the feasibility, usability, safety, and acceptability of the occupation-based IVR intervention and to inform the design of future larger-scale investigations. As a single-group pilot feasibility study without a control group, it is not designed to establish treatment efficacy or comparative effectiveness against conventional rehabilitation.
연구 유형
연구 유형
등록 (추정된)
등록
단계
단계
- 해당 없음
연락처 및 위치
연구 연락처
연구 연락처
- 이름: Dimosthenis Lygouras, MSc
- 전화번호: +306982897261
- 이메일: dlygoura@cs.duth.gr
연구 장소
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Thessaly
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Larissa, Thessaly, 그리스
- 모병
- Adult Day Care Center Agkaliazhn
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연락하다:
- Aggelikh Karagkounh, BSc
- 전화번호: +30 2410663130
- 이메일: larissa@agkaliazin.gr
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Larissa, Thessaly, 그리스
- 모병
- Animus Rehabilitation & Recovery Center
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연락하다:
- Fwteinh Kechagia, BSc
- 전화번호: +302410851851
- 이메일: info@animus.com.gr
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수석 연구원:
- Dimosthenis Lygouras, MSc
-
-
참여기준
자격 기준
자격 기준
공부할 수 있는 나이
건강한 자원 봉사자를 받아들입니다
연구 대상 성별
설명
Inclusion Criteria:
- Confirmed diagnosis of ischemic or hemorrhagic stroke.
- Age between 18 and 90 years.
- First-ever or recurrent stroke associated with acquired motor impairment of the upper limb.
- Stroke occurring at least 2 months before enrollment.
- Sufficient cognitive and communicative ability to understand study instructions and complete the questionnaires, defined as a Mini-Mental State Examination (MMSE) score of 24 or higher.
- Ability to safely participate in an immersive virtual reality (IVR) session using the Meta Quest 2.
- Greek as the participant's primary language.
Exclusion Criteria:
- Need for continuous medical monitoring or medical care that could not be safely accommodated during study procedures.
- Active medical conditions that could interfere with participation or safe IVR exposure, including acute fractures, active skin ulcers, uncontrolled cardiovascular, circulatory, hepatic, or renal conditions, and other clinically significant unstable comorbidities.
- Epilepsy or a history of seizures considered clinically relevant to IVR exposure.
- Uncontrolled diabetes mellitus or hypertension.
- Active malignancy requiring urgent treatment.
- Severe aphasia or other communication impairments preventing the participant from understanding instructions or completing study questionnaires.
- Significant visual impairment incompatible with the use of the Meta Quest 2.
공부 계획
연구는 어떻게 설계됩니까?
디자인 세부사항
- 주 목적: 치료
- 할당: 해당 없음
- 중재 모델: 단일 그룹 할당
- 마스킹: 없음(오픈 라벨)
팔의 수
무기와 개입
참가자 그룹 / 팔참가자 그룹 / 팔 |
개입 / 치료개입 / 치료 |
|---|---|
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실험적: Occupation-Based Immersive Virtual Reality Rehabilitation
Participants receive a 12-session, therapist-supervised, occupation-based IVR rehabilitation program as an adjunct to conventional occupational therapy. The program includes two custom-developed virtual activities, Virtual Gardening and Virtual Painting, delivered using a Meta Quest 2. Activities include structured, graded tasks and free exploration, with interaction modes adapted to participants' upper-limb functional abilities. Participants continue to receive their usual occupational therapy throughout the study. |
The intervention consists of 12 supervised immersive virtual reality (IVR) sessions using two occupation-based applications: Virtual Gardening and Virtual Painting. Each session is planned to include approximately 30 minutes of virtual activities: 10 minutes of structured Gardening, 10 minutes of structured Painting, 5 minutes of free Gardening, and 5 minutes of free Painting. Gardening activities include reaching toward leaves, harvesting virtual olives, planting seeds, and watering plants. Painting activities include tracing geometric and representational shapes and creating drawings using virtual brushes and colours. The applications provide graded task difficulty, affected-hand interaction, mirrored control using the unaffected hand, and free exploration. Participants interact with the virtual environment using a Meta Quest 2 head-mounted display and controllers while seated, under therapist supervision. Rest breaks and assistance are provided according to individual needs. |
연구는 무엇을 측정합니까?
주요 결과 측정
주요 결과 측정
결과 측정 |
측정값 설명 |
기간 |
|---|---|---|
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Intervention Completion Rate
기간: From enrollment to completion of the 12-session intervention (approximately 4 weeks per participant).
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Percentage of enrolled participants who completed the planned 12-session immersive virtual reality rehabilitation program. Calculated as the number of participants completing the intervention divided by the total number enrolled, multiplied by 100. |
From enrollment to completion of the 12-session intervention (approximately 4 weeks per participant).
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Session Delivery Rate
기간: Throughout the 12-session intervention period (approximately 4 weeks per participant).
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Percentage of planned immersive virtual reality rehabilitation sessions that were delivered. Calculated as the number of sessions delivered divided by the total number of sessions planned across enrolled participants, multiplied by 100. |
Throughout the 12-session intervention period (approximately 4 weeks per participant).
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2차 결과 측정
2차 결과 측정
결과 측정 |
측정값 설명 |
기간 |
|---|---|---|
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Upper-Limb Motor Impairment - Fugl-Meyer Assessment for the Upper Extremity (FMA-UE)
기간: Baseline (before intervention) and after session 12 (approximately 4 weeks).
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Change in upper-limb motor impairment assessed using the FMA-UE. The motor function subscale ranges from 0 to 66, with higher scores indicating better upper-limb motor performance. Changes from baseline to the post-intervention assessment will be examined. |
Baseline (before intervention) and after session 12 (approximately 4 weeks).
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Independence in Activities of Daily Living - Barthel Index(BI)
기간: Baseline (before intervention) and after session 12 (approximately 4 weeks).
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Change in independence in basic activities of daily living assessed using the BI. Total scores range from 0 to 100, with higher scores indicating greater functional independence. Changes from baseline to the post-intervention assessment will be examined. |
Baseline (before intervention) and after session 12 (approximately 4 weeks).
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User Satisfaction - User Satisfaction Evaluation Questionnaire (USEQ)
기간: After session 1, after session 6 (approximately 2 weeks), and after session 12 (approximately 4 weeks).
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Participant-reported satisfaction and user experience with immersive virtual reality, assessed using the USEQ. Responses are rated on a five-point Likert scale, with higher scores on positively worded items indicating greater satisfaction. Discomfort-related items are interpreted separately. |
After session 1, after session 6 (approximately 2 weeks), and after session 12 (approximately 4 weeks).
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Simulator Sickness Symptoms - Simulator Sickness Questionnaire (SSQ)
기간: After session 1, after session 6 (approximately 2 weeks), and after session 12 (approximately 4 weeks).
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Symptoms associated with virtual reality exposure, including nausea, oculomotor discomfort, and disorientation, assessed using the SSQ. Higher scores indicate greater symptom severity. |
After session 1, after session 6 (approximately 2 weeks), and after session 12 (approximately 4 weeks).
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Rehabilitation Participation - Pittsburgh Rehabilitation Participation Scale (PRPS)
기간: During each intervention session (sessions 1-12), over approximately 4 weeks per participant.
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Therapist-rated participation during immersive virtual reality rehabilitation sessions, assessed using the PRPS. Scores range from 1 to 6, with higher scores indicating greater participation. |
During each intervention session (sessions 1-12), over approximately 4 weeks per participant.
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기타 결과 측정
기타 결과 측정
결과 측정 |
측정값 설명 |
기간 |
|---|---|---|
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Documented Gameplay Duration
기간: During each delivered intervention session (sessions 1-12), over approximately 4 weeks per participant.
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Duration of active immersive virtual reality gameplay, recorded in minutes during each intervention session. Descriptive statistics will summarize the documented gameplay duration across delivered sessions. |
During each delivered intervention session (sessions 1-12), over approximately 4 weeks per participant.
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Technical Interruptions
기간: During each delivered intervention session (sessions 1-12), over approximately 4 weeks per participant.
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Number and proportion of delivered immersive virtual reality sessions affected by technical interruptions, including headset tracking problems, controller connectivity issues, or signal loss. |
During each delivered intervention session (sessions 1-12), over approximately 4 weeks per participant.
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Adverse Events
기간: From the first intervention session through completion of session 12, approximately 4 weeks per participant.
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Number and description of adverse events documented during the immersive virtual reality intervention, including symptoms or incidents potentially associated with virtual reality exposure. Events will be summarized descriptively. |
From the first intervention session through completion of session 12, approximately 4 weeks per participant.
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공동 작업자 및 조사자
연구 기록 날짜
연구 주요 날짜
연구 시작 (실제)
연구 시작
기본 완료 (추정된)
기본 완료
연구 완료 (추정된)
연구 완료
연구 등록 날짜
최초 제출
최초 제출
QC 기준을 충족하는 최초 제출
QC 기준을 충족하는 최초 제출
처음 게시됨 (실제)
처음 게시됨
연구 기록 업데이트
마지막 업데이트 게시됨 (실제)
마지막 업데이트 게시됨
QC 기준을 충족하는 마지막 업데이트 제출
QC 기준을 충족하는 마지막 업데이트 제출
마지막으로 확인됨
마지막으로 확인됨
추가 정보
이 연구와 관련된 용어
기타 연구 ID 번호
기타 연구 ID 번호
- DUTH-IVR-STROKE-2025-01
개별 참가자 데이터(IPD) 계획
개별 참가자 데이터(IPD)를 공유할 계획입니까?
IPD 계획 설명
The individual participant data generated during this study will not be publicly shared due to participant confidentiality considerations and the small sample size. Aggregated study findings will be reported in the resulting publications.
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