Intervention of Virtual Reality on Oculomotor Muscles and Balance
Condition: Postural Balance
Study type: Interventional

Summary: 
      Prospective, controlled, randomized, non-masked longitudinal research project for the
      realization of a doctoral thesis, based on an intervention with virtual reality in order to
      assess whether the influence on balance and the oculomotor muscles is positive.

      The introduction of new technologies in the field of medicine in all fields, and in
      particular the rehabilitation is fully in place and under development. There are numerous
      examples like these technologies, including virtual reality (VR), have helped different
      health fields such as surgery or physiotherapy.

      The main aim of the study is to analyze these factors and analyze the way in which virtual
      reality (VR) can modulate the convergence of the gaze and can influence the center of
      pressure (COP). As secondary objectives es proposes to analyze the interrelationship between
      the VR and the COP to analyze the clinical possibilities of application in the field of
      rehabilitation, whether due to a downward (oculomotor) or upward alteration (COP alteration),
      as well as if physical activity or gender can also influence.
    

Detailed description: 
      The center of pressure (COP) is the point where the resultant of the ground reaction forces
      is applied to the base of support. The oscillation of the individual with respect to the
      ground is projected in an anteroposterior line (AP) and another mediolateral (ML). With these
      two parameters you can define the total route covered by the COP. The population general
      presents a small area: parameters of short distance and fast and precise displacements. An
      alteration of the balance can be objectified by measuring an increase in the same area;
      reflecting a loss of axis control AP and ML and a slowing in the perception of this loss.

      The oculomotor muscles are responsible for maintaining horizontal gaze; given the position
      bipedal, the brain seeks to maintain this premise to allow carrying out the usual activities
      in it position A good response of this musculature, specifically, the ability to accommodate
      the convergence of the look, will guarantee optimal function.
    

Intervention name(s): Virtual Reality game
Intervention type(s): Device
Intervention description(s): The game consists of cutting mobile targets, using lightsabers while avoiding obstacles that approach the user. This game is a reference for immersive play since, while distracting, it recreates a physical activity similar to what would be done in reality. It has been shown that the same energy expenditure, on the part of the user, practicing tennis in real life, is what he does playing "Beat Saber" playing the same period of time.
Other intervention name(s): Beat Saber on Oculus Quest 2 glasses
Allocation: Randomized
Intervention model: Parallel Assignment
Intervention model description: A clinical trial is proposed with young men and women between 18 and 25 years old and physically active (targeted with the International Physical Activity Questionnaire, IPAQ).
Masking: None (Open Label)
Primary purpose: Basic Science
Keywords: Postural Balance; Oculomotor Muscles; Virtual Reality