Effects of Exergames on Vestibular Function in Healthy Community Dwellers.
Effects of a Virtual Reality-based Dual-task Exercise on Vestibular Function in Healthy Community Dwellers. A Pilot Study
1 other identifier
interventional
12
1 country
1
Brief Summary
The aim is to assess the effects of virtual reality-based intervention on vestibular functions in healthy community dwellers.
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 2017
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 12, 2017
CompletedFirst Submitted
Initial submission to the registry
May 17, 2017
CompletedFirst Posted
Study publicly available on registry
May 19, 2017
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 25, 2017
CompletedStudy Completion
Last participant's last visit for all outcomes
July 10, 2017
CompletedMay 19, 2020
May 1, 2020
1 month
May 17, 2017
May 18, 2020
Conditions
Outcome Measures
Primary Outcomes (1)
Dynamic Visual Acuity (DVA)
The DVA is the measurement of visual acuity during head movement relative to baseline static visual acuity
30 minutes
Secondary Outcomes (4)
Functional Gait Assessment (FGA)
15 minutes
Extended Timed Get-Up-And-Go (ETGUG)
15 minutes
Gait speed
5 minutes
Simulator Sickness Questionnaire (SSQ)
5 minutes
Study Arms (1)
Exergame
EXPERIMENTALThe Senso is a training system (dividat, Schindellegi, Switzerland) for improving physical and cognitive function was used as exergame. With foot pushes participants triggered on a pressure-sensitive plate. The Senso game was projected with a beamer at white wall. To promote head movement during training the direction of the beamer was vertical tilted (± 15°) and horizontal turned (90°) with a remote controlled power panner.
Interventions
In total, 10 sessions were accomplished including baseline and post intervention measurements. The remaining eight exercise sessions lasted 40 minutes, with an actual training duration of 20 minutes. This resulted in a cumulative total intervention exercise time of 160 minutes.
Eligibility Criteria
You may qualify if:
- Healthy community dwellers Adult male and female participant's (≥65 years) Signed informed consent after being informed
You may not qualify if:
- Benign paroxysmal positional vertigo Acute pain Walking disability (independent walking \<10 meters) Uncontrolled cardiovascular disease (e.g.: uncontrolled blood pressure) Weakness due to neurological problems
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
University Hospital Zurich, Directorate of Research and Education, Physiotherapy & Occupational Therapy Research
Zurich, Canton of Zurich, 8091, Switzerland
Related Publications (1)
Swanenburg J, Wild K, Straumann D, de Bruin ED. Exergaming in a Moving Virtual World to Train Vestibular Functions and Gait; a Proof-of-Concept-Study With Older Adults. Front Physiol. 2018 Jul 31;9:988. doi: 10.3389/fphys.2018.00988. eCollection 2018.
PMID: 30108511DERIVED
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Swanenburg Jaap, PhD
University Hospital Zurich, Directorate of Research and Education, Physiotherapy & Occupational Therapy Research
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
May 17, 2017
First Posted
May 19, 2017
Study Start
May 12, 2017
Primary Completion
June 25, 2017
Study Completion
July 10, 2017
Last Updated
May 19, 2020
Record last verified: 2020-05
Data Sharing
- IPD Sharing
- Will not share
Publication