Effect of Immersive Virtual Reality Usage on Upper Extremity Function in Stroke Patients

NACompletedINTERVENTIONAL
Enrollment

65

Participants

Timeline

Start Date

May 1, 2017

Primary Completion Date

October 1, 2017

Study Completion Date

October 6, 2017

Conditions
StrokeRehabilitation
Interventions
DEVICE

Intervention

"Patients will use virtual reality d4evice to play task oriented games like bowling, arrow shooting and home activity simulations which focuses upper extremity abduction, flexion and rotation movements. Each session will be a total of 45 minutes divided to 3 15 minute games. Sessions will held for 6 weeks each monday, wednesday and friday at same time for each patient.~In addition to the virtual reality treatment program conventional rehabilitation therapies including neurodevelopmental facilitation techniques, physiotherapy, and occupational therapy and, where necessary, speech therapy will be applied according to the needs of the patient."

DEVICE

Control

The control group will be included in the virtual reality program only focusing on visual scenes without upper extremity interaction. Bobath therapy, walking exercises, upper extremity active exercises, proprioceptive neuromuscular facial techniques will be applied to the control group for 6 weeks.

Trial Locations (1)

Unknown

Abant Izzet Baysal University, Bolu

All Listed Sponsors
lead

Abant Izzet Baysal University

OTHER

NCT03135418 - Effect of Immersive Virtual Reality Usage on Upper Extremity Function in Stroke Patients | Biotech Hunter | Biotech Hunter