Intervention of Virtual Reality on Oculomotor Muscles and Balance

Study Overview
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Brief Summary
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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
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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.

Official Title
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Intervention of Virtual Reality on Oculomotor Muscles and Balance

Conditions
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Postural Balance

Intervention / Treatment
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* Device: Virtual Reality game


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Age between 18 and 25 years old. No visual alteration. No history of vertigo. No pathology that compromises balance. Physically active (where the first two questions are affirmative and are 3 days and 3 hours, respectively. Exclusion Criteria: Taking medication that affects the nervous and/or motor system. Smoking, alcoholism, taking illicit drugs or neurologically active medications.

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 25 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Basic Science
Allocation: Randomized
Intervention Model: Parallel Assignment
Interventional 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)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Virtual Reality Game Group<br>A total of 24 interventions will be carried out for each participant, separated by 2 each week for 3 months. Each intervention will consist of a VR session lasting 30 minutes. Each participant must play for 30 minutes in the game Beat know. 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. | Device: Virtual Reality game<br>* 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.<br>* Other names: Beat Saber on Oculus Quest 2 glasses;|
| No Intervention: Control Group<br>No intervention during 12 weeks. | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change from Baseline Centre Of Pressure at 7 days after 12th session | The pressure center (COP) is the point where the resulting reaction forces with the ground is applied to the support base. The oscillation of the individual with respect to the ground is projected in an anteroposterior line (AP) and a mediolateral line (ML). With these two parameters, the total route covered by the COP can be defined. An alteration of balance can be objectified by measuring an increase in the same area; reflecting a loss of control of the AP and ML axes and a slowdown in the perception of this loss. | Day 1 and 7 days after the 12th session. | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change from Baseline PPC at 7 days after 12th session | The Near Convergence Point (PPC) test analyzes the effectiveness of the oculomotor muscles, consists of showing a stimulus 40 centimeters from the participant, a point where the vision of this stimulus should not be double. The stimulus will approach until the participant sees double, it is the breaking point and it will be the PPC to be measured. | Day 1 and 7 days after the 12th session. | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Postural Balance, Oculomotor Muscles, Virtual Reality