Please select the arm or intervention descriptions that belong to the clinical trial below.
Title: Virtual Reality Intervention for Stroke Rehabilitation
Brief Summary: In Israel approximately 16,000 people have a stroke each year. Most of these people suffer from weakness or paralysis of half of their body which leads to difficulties performing basic activities of daily life (BADL) such as dressing and walking. Due to the stroke, these individuals need to undergo intensive rehabilitation. After rehabilitation, physical activity has been strongly recommended to maintain their functional level which was achieved during rehabilitation. In addition regular physical activity can prevent secondary condition However, recent findings suggest that people with stroke do not perform enough physical activity with their upper and lower extremities.

The use of Virtual Reality (VR) for rehabilitation has been found to have potential for encouraging active purposeful movement. Many researchers have assessed the feasibility \& usability of different VR systems and environments for individuals with stroke. Costly VR systems in addition to off-the-shelf video game consoles (e.g. Sony PlayStation EyeToy, Nintendo Wii) have been found to have great potential to encourage active purposeful movement. However, to date, only a limited number of studies have investigated the effectiveness of VR therapy post-stroke.

Since physical activity is important after stroke and the fact that individuals with stroke are not participating sufficiently in physical activity, I suggest to carry out this study.

The overall aim of this study is to assess the effectiveness of using novel technology of VR therapy to promote the participation in daily physical activity of individuals with stroke. A 'Community based' VR program will be compared to a traditional therapy program in promoting daily physical activity of the lower and upper extremities.

It is hypothesized that the VR intervention will be more efficient than the traditional therapy in promoting physical activity (walking and use of the weak upper extremity).


Options:
A: Arm Label: Reinforced Feedback in Virtual Environment; Type: EXPERIMENTAL; Interventions: Device: Reinforced Feedback in Virtual Environment (RFVE) | Arm Label: Traditional Neromotor Rehabilitation; Type: OTHER; Interventions: Other: Traditional Neuromotor Rehabilitation | Intervention Type: DEVICE; Name: Reinforced Feedback in Virtual Environment (RFVE); Assigned to Arm(s): Reinforced Feedback in Virtual Environment | Intervention Type: OTHER; Name: Traditional Neuromotor Rehabilitation; Assigned to Arm(s): Traditional Neromotor Rehabilitation
B: Arm Label: Virtual Reality Therapy; Type: EXPERIMENTAL; Interventions: Other: Virtual Reality | Arm Label: Traditional Therapy; Type: ACTIVE_COMPARATOR; Interventions: Other: Traditional Therapy | Intervention Type: OTHER; Name: Virtual Reality; Assigned to Arm(s): Virtual Reality Therapy | Intervention Type: OTHER; Name: Traditional Therapy; Assigned to Arm(s): Traditional Therapy
C: Arm Label: E-glove system; Type: EXPERIMENTAL; Interventions: Device: E-glove system | Arm Label: Conventional occupational therapy; Type: ACTIVE_COMPARATOR; Interventions: Procedure: Conventional occupational therapy | Intervention Type: DEVICE; Name: E-glove system; Assigned to Arm(s): E-glove system | Intervention Type: PROCEDURE; Name: Conventional occupational therapy; Assigned to Arm(s): Conventional occupational therapy
D: Arm Label: Nintendo Wii FitTM; Type: EXPERIMENTAL; Interventions: Other: Wii Fit | Arm Label: Lower extremity exercise; Type: ACTIVE_COMPARATOR; Interventions: Other: Lower Extremity Exercise | Intervention Type: OTHER; Name: Wii Fit; Assigned to Arm(s): Nintendo Wii FitTM | Intervention Type: OTHER; Name: Lower Extremity Exercise; Assigned to Arm(s): Lower extremity exercise

Answer: B