此页面是自动翻译的,不保证翻译的准确性。请参阅 英文版 对于源文本。

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.

研究概览

地位

完全的

详细说明

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.

研究类型

介入性

注册 (实际的)

40

阶段

  • 不适用

联系人和位置

本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。

学习地点

      • Islamabad、巴基斯坦、46000
        • Foundation University College of Physical Therapy

参与标准

研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。

资格标准

适合学习的年龄

  • 成人
  • 年长者

接受健康志愿者

不

描述

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

学习计划

本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。

研究是如何设计的?

设计细节

  • 主要用途:治疗
  • 分配:随机化
  • 介入模型:并行分配
  • 屏蔽:无(打开标签)

武器和干预

参与者组/臂
干预/治疗
实验性的: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.
有源比较器: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.

研究衡量的是什么?

主要结果指标

结果测量
措施说明
大体时间
Trunk control
大体时间: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
大体时间: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
大体时间: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
大体时间: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
大体时间: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
大体时间:8 weeks
Stroke-Specific Quality of Life Scale (SS-QoL) Scores range from 49 (worst) to 245 (best).
8 weeks

合作者和调查者

在这里您可以找到参与这项研究的人员和组织。

研究记录日期

这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。

研究主要日期

学习开始 (实际的)

2025年3月15日

初级完成 (实际的)

2026年5月10日

研究完成 (实际的)

2026年5月15日

研究注册日期

首次提交

2026年6月30日

首先提交符合 QC 标准的

2026年6月30日

首次发布 (实际的)

2026年7月7日

研究记录更新

最后更新发布 (实际的)

2026年7月7日

上次提交的符合 QC 标准的更新

2026年6月30日

最后验证

2026年6月1日

更多信息

与本研究相关的术语

药物和器械信息、研究文件

研究美国 FDA 监管的药品

不

研究美国 FDA 监管的设备产品

不

此信息直接从 clinicaltrials.gov 网站检索,没有任何更改。如果您有任何更改、删除或更新研究详细信息的请求,请联系 register@clinicaltrials.gov. clinicaltrials.gov 上实施更改,我们的网站上也会自动更新.

订阅