Using the Xbox Kinect for Chronic TBI
Balance and Endurance Outcomes for Chronic TBI Using the Xbox Kinect
1 other identifier
interventional
1
1 country
1
Brief Summary
This study will evaluate the potential for improving balance for a single individual with a history of traumatic brain injury (TBI). The participant will engage in supervised therapy using commercial games on the Xbox Kinect. This study will also evaluate the viability of improving cardiovascular fitness using this intervention as well. The investigators hypothesize that balance improvements will occur and that using the Xbox Kinect is a viable way of improving cardiovascular fitness.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started May 2015
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
May 1, 2015
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 1, 2015
CompletedStudy Completion
Last participant's last visit for all outcomes
December 1, 2015
CompletedFirst Submitted
Initial submission to the registry
June 28, 2016
CompletedFirst Posted
Study publicly available on registry
September 5, 2016
CompletedResults Posted
Study results publicly available
June 15, 2017
CompletedJune 15, 2017
October 1, 2016
7 months
June 28, 2016
October 5, 2016
March 28, 2017
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Dynamic Gait Index (DGI)
The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.
Changes from (Baseline) Weeks 1,2,3,4,6,13,14 to (Intervention) Weeks 1, 3, 4, 6, 8 and to (Retention) Weeks 1, 2, 3, 4, 5
Secondary Outcomes (3)
Limits of Stability (LOS) - Directional Control
(Baseline) Weeks 1,2,3,4,6,13,14; (Intervention) Weeks 1, 3, 4, 6, 8; (Retention) Weeks 1, 2, 3, 4, 5
Heart Rate at End of Mini-game
(Intervention) 2 times per week for 8 weeks
Heart Rate at Beginning of Mini-game
(Intervention) 2 times per week for 8 weeks
Other Outcomes (2)
Total Activity Time (TAT)
(Intervention) 2 times per week for 8 weeks
Time in Therapeutic Heart Rate Range (TTR)
(Intervention) 2 times per week for 8 weeks
Study Arms (1)
Xbox One Kinect Gaming
EXPERIMENTAL15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Interventions
The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
Eligibility Criteria
You may qualify if:
- A male or female Veteran participant must have sustained traumatic brain injury greater than 1 year prior to baseline assessments
- Veteran will be between the ages of 18 and 65 years old
You may not qualify if:
- Veterans with any cardiac condition that may cause sudden decompensation during cardiovascular testing and training (e.g., severe congestive heart failure and uncontrolled hypertension)
- If Veteran has a significant cardiac history (as defined by American College of Sports Medicine), physician approval will be acquired prior to cardiac stress tests
- Veterans with a previous history of behavioral impairments (e.g., aggression or inappropriate actions) that would preclude participation in standard physical therapy
- Veterans with lower extremity amputation
- Veterans that exhibit greater than mild cognitive impairments as shown by a score 17/30 or less on the Montreal Cognitive Assessment (MoCA).
- Veterans that are unable to stand unsupported for at least 2 minutes
- Veterans that are unable to ambulate on treadmill with bilateral hand support
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Washington DC VA Medical Center
Washington D.C., District of Columbia, 20042, United States
Related Publications (1)
Chanpimol S, Seamon B, Hernandez H, Harris-Love M, Blackman MR. Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI. Arch Physiother. 2017;7:6. doi: 10.1186/s40945-017-0033-9. Epub 2017 May 31.
PMID: 28824816DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Limitations and Caveats
Small number of subjects; Potentially variable cardiovascular data due to participant lifestyle
Results Point of Contact
- Title
- Dr. Shane Chanpimol
- Organization
- Washington DC VA Medical Center
Study Officials
- PRINCIPAL INVESTIGATOR
Michael Harris-Love, DSc
Washington DC VA Medical Center
Publication Agreements
- PI is Sponsor Employee
- Yes
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- FED
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
June 28, 2016
First Posted
September 5, 2016
Study Start
May 1, 2015
Primary Completion
December 1, 2015
Study Completion
December 1, 2015
Last Updated
June 15, 2017
Results First Posted
June 15, 2017
Record last verified: 2016-10
Data Sharing
- IPD Sharing
- Will share