Viewing Study NCT06547073



Ignite Creation Date: 2024-10-26 @ 3:37 PM
Last Modification Date: 2024-10-26 @ 3:37 PM
Study NCT ID: NCT06547073
Status: RECRUITING
Last Update Posted: None
First Post: 2024-06-18

Brief Title: The Effect of Virtual Reality Training Compared to Traditional Exercise in Patients With Frozen Shoulder
Sponsor: None
Organization: None

Study Overview

Official Title: Exploring the Possibilities of Virtual Reality in Rehabilitation of Patients With Frozen Shoulder
Status: RECRUITING
Status Verified Date: 2024-08
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: No
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: VR4shoulder
Brief Summary: Background Virtual reality VR technology sees a rising appearance in clinical settings and can be used for physical rehabilitation of the shoulder joint The immersive virtual world created by VR games can be a distraction of the limitations and hindrances a patient experiences when exercising Frozen shoulder FS or adhesive capsulitis is one of such instances of shoulder pathologies where pain and limited range of motion ROM are prev-alent and long lasting VR could be an option to further help rehabilitate patients with FS

Objectives This study aims to investigate 3D upper limb kinematics of a FS patient during VR gaming and to compare these to the unaffected side as well as to healthy participants Additionally this study also aims to compare the effects of a single session of VR gaming and traditional exercise training in patients with frozen shoulder on pain ROM and shoulder strength as well as the participants personal experience

Study design Cross sectional 3D kinematics and randomized cross-over design VR versus traditional exercise Method Patients with frozen shoulder n15 will be recruited through physical therapy practices and social media Healthy subjects n30 will be recruited on social media Both groups will play a VR game Beat saber will collecting 3D kinematic data of the upper limb with inertial measurement sensors IMUs Patients will be evaluated clinically before and after the VR session The patient group will also perform a control intervention traditional exercise program and the same clinical evaluation will be performed before and after this session Clinical evaluation will consist of shoulder range of motion measurment using a goniometer pain evaluation using the visual analogue scale VAS and shoulder strength evaluation using a hand-held dynamometer HHD The order of sessions will be randomized for the patients At the end of the study both the healthy and patient group will be interviewed to report on their personal experiences with the VR intervention

Outcome 3D kinematics of the upper limb while playing a VR game will be compared between healthy and patient group to evaluate differences In the patient group the clinical effect of a single VR session will be compared to a single traditional exercise session
Detailed Description: None

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: None
Is a FDA Regulated Device?: None
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None