Clinical trial NCT06836310: Effect of Virtual Reality Applied to a Task-Oriented Movement
Official title: The Effect of Virtual Reality Applied to a Task-Oriented Movement on the Upper Extremity for Healthy Individuals: Cross Over Study
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Virtual Reality Therapy
Keywords: Virtual reality
upper extremity
reaction time
joint position sense
task-oriented
Lead sponsor: University of Gaziantep
Sponsor class: OTHER
First posted: 2025-02-20
Enrollment: 26
Sex: ALL
Minimum age (years): 18
Maximum age (years): 30
Standard ages: ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: CROSSOVER
Intervention model description: This study is a randomized crossover trial designed to evaluate the effect of virtual reality (VR) applied to a task-oriented movement on upper extremity functions, reaction time, and proprioception in healthy individuals.

Participants were randomly assigned to one of two sequences:

f-RP First Group: Performed the task-oriented movement in the real environment first, followed by the VR intervention.

f-VR First Group: Performed the task-oriented movement in the VR environment first, followed by the real-world intervention.

Each participant experienced both conditions (real and VR) in a different order, allowing a direct comparison of the interventions within the same individual. The crossover design helps control for individual variability by ensuring that each participant serves as their own control. No period effect or carryover effect was observed in the study, confirming the reliability of the crossover model.

This model was chosen to better understand how VR-based task-oriente
Primary purpose: BASIC_SCIENCE

Brief summary: 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.

Detailed description: 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.

Primary outcomes:
measure: Reaction Time (RT) in milliseconds
timeFrame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Secondary outcomes:
measure: Joint Position Sense (JPS) measured in degrees
timeFrame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Other outcomes:
Locations:
city: Gaziantep
country: Turkey
facility: Gaziantep University, Faculty of Sport Sciences
state: Şehitkamil
Study officials:
References: