Effect of Virtual Reality Applied to a Task-Oriented Movement

This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Each participant completed a single-session intervention using the Oculus Quest 2 VR system. The study measured Joint Position Sense (JPS), Reaction Time (RT), and Gross Manual Dexterity using standard clinical tests before and after the intervention. The results will help understand how VR-based task-oriented movements influence upper extremity function and whether VR can be effectively used in rehabilitation and sports science applications.

This description provides a summary of the key elements of the study protocol, focusing on the design, interventions, and general approach to evaluation. It does not include the full protocol document or detailed assessment procedures, which are available upon request.

This study is a randomized cross-over trial designed to investigate the acute effects of a task-oriented movement-based virtual reality (VR) application on upper extremity functions in healthy individuals. The primary aim is to evaluate the impact of VR-supported movement exercises on joint position sense (JPS), reaction time (RT), and gross manual dexterity.

The research involves 26 healthy participants who were randomly assigned to two intervention sequences:

Real Performance first (f-RP) group: Participants performed task-oriented movements in a real environment on the first day, followed by a VR-based task-oriented movement session on the second day.

Virtual Reality first (f-VR) group: Participants performed VR-based task-oriented movements on the first day, followed by a real environment session on the second day.

Each intervention lasted 10 minutes and included a task-oriented ball-throwing activity, where participants used repetitive wrist and upper limb movements to throw balls into a target pool placed 2 meters away. The VR intervention was delivered using the Oculus Quest 2 head-mounted display, with real-time visual, auditory, and tactile feedback integrated into the application. The real-world intervention matched the VR setup as closely as possible, including chair position, distance to the target, and ball size.

Assessments were conducted immediately before and after each intervention to observe acute effects. The primary focus was on changes in upper extremity functions and neuromuscular responses following task-oriented movements in VR and real environments.

Data were analyzed for within-group and between-group differences, as well as potential carryover and period effects, using parametric statistical methods appropriate for cross-over trials. The results indicated that VR-based task-oriented applications acutely enhanced reaction time and supported hand functions in healthy individuals. JPS measures remained stable across both intervention types, suggesting that VR-created movement perception can closely resemble real-world joint positioning.

These findings contribute to understanding the short-term effects of VR applications on upper extremity functions and support the potential for VR-based interventions in rehabilitation and performance enhancement.

Eligibility Criteria:
Inclusion Criteria:

* to be over 18 years old,
* volunteering to participate in the study,
* having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).

Exclusion Criteria:

* not having an upper extremity injury in the last year,
* the presence of rheumatic disease,
* pregnancy,
* the presence of cervical disc herniation and thoracic outlet syndrome.