Computerized Vestibular Rehabilitation
Computerized Game-based Vestibular Rehabilitation: Assessment of Feasibility and Motor Learning
1 other identifier
observational
24
1 country
1
Brief Summary
Disorders of vestibular function and balance are an important component of many conditions that commonly affect veterans, such as inner ear diseases, diabetes, and traumatic brain injury. Veterans with vestibular impairment have reduced quality of life, limitations on work and physical activities, and an increased risk of falls. The goal of this research is to develop a more engaging and effective interactive tool for vestibular rehabilitation to improve the lives of affected veterans. The first steps in this process will be to test the ability of the application to facilitate vestibular learning and to test its feasibility in vestibular patients. The hypothesis is that computer-game-based adaptation will induce robust VOR motor learning and will provide an engaging platform for vestibular rehabilitation. Ultimately, our application has the potential to provide more flexible vestibular exercises that will allow therapy to be customized for each patient. It will also have the ability to track a patient's progress over time and to advance exercises as function improves.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for all trials
Started Dec 2018
Longer than P75 for all trials
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
First Submitted
Initial submission to the registry
July 6, 2018
CompletedFirst Posted
Study publicly available on registry
July 18, 2018
CompletedStudy Start
First participant enrolled
December 1, 2018
CompletedPrimary Completion
Last participant's last visit for primary outcome
November 30, 2022
CompletedStudy Completion
Last participant's last visit for all outcomes
November 30, 2022
CompletedResults Posted
Study results publicly available
November 26, 2024
CompletedNovember 26, 2024
October 1, 2024
4 years
July 6, 2018
December 13, 2023
October 31, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Vestibulo-ocular Reflex Gain Ratio
The vestibulo-ocular reflex gain is the relationship between a rotation of the head and the evoked eye movement. The outcome measure is the ratio of the VOR gain after training to that before training. VOR gain is determined by a scaled fit of eye speed to evoking head speed (normal gain is 1). Note that this experiment was not a treatment of impairment but a test of the ability of the vestibular game to elicit motor learning (away from normal) in individuals with intact motor learning. In that context, an increase in the gain to a value greater than unity (faster eye movement relative to the head movement) is "better" with respect to the training goal, but it is not "better" with respect to real-world visual function, for which a gain of one is the goal. There is no threshold value for this type of motor learning experiment. Instead, the question is whether the gain is increased after training, and if so, by what percentage relative to the training goal.
VOR measurements to determine gain were performed immediately before and after each approximately 30 minute training session. Pre- and post-training gains were then combined in the VOR gain ratio to determine the training effect.
Other Outcomes (1)
Nausea Scale
Immediately after each 10-minute game block, median value calculated for each participant
Study Arms (2)
Normal Volunteers
Testing motor learning
Vestibular hypofunction
Testing feasibility of rehabilitation game
Interventions
Video-oculography is used to record the vestibulo-ocular reflex during active and passive turns of the head.
Participants play a custom computer game that is designed to produce motor learning in the vestibulo-ocular reflex
Participants asked to rate their subjective nausea on a numeric scale after playing units of the computer game
Eligibility Criteria
Normal volunteers and patients with vestibular hypofunction
You may qualify if:
- GROUP 1: Healthy volunteers: Static visual acuity of at least 20/30 at testing distance
- GROUP 2: Vestibular patients: Unilateral or bilateral vestibular hypofunction, No central vestibular disorder, Static Visual Acuity of at least 20/30 at testing distance
You may not qualify if:
- GROUP 1: Peripheral or central vestibular disorder
- GROUP 2: Central vestibular disorder
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Louis Stokes VA Medical Center, Cleveland, OH
Cleveland, Ohio, 44106, United States
Biospecimen
No biological specimens will be retained.
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Limitations and Caveats
No conclusions can be made regarding the therapeutic efficacy of the computer game for treatment of vestibular hypofunction, because the study was not designed to test that. Instead, its objectives were, first, to test the game's ability to induce motor learning, to establish a physiological basis for therapeutic use, and, second, to test feasibility and playability by individuals with vestibular disorders.
Results Point of Contact
- Title
- Dr. Mark Walker
- Organization
- VA Northeast Ohio Healthcare System
Study Officials
- PRINCIPAL INVESTIGATOR
Mark F. Walker, MD
Louis Stokes VA Medical Center, Cleveland, OH
Publication Agreements
- PI is Sponsor Employee
- No
- Restrictive Agreement
- No
Study Design
- Study Type
- observational
- Observational Model
- COHORT
- Time Perspective
- CROSS SECTIONAL
- Sponsor Type
- FED
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
July 6, 2018
First Posted
July 18, 2018
Study Start
December 1, 2018
Primary Completion
November 30, 2022
Study Completion
November 30, 2022
Last Updated
November 26, 2024
Results First Posted
November 26, 2024
Record last verified: 2024-10
Data Sharing
- IPD Sharing
- Will share
- Time Frame
- Pursuant to Data Use Agreement
- Access Criteria
- Pursuant to Data Use Agreement
A limited set of de-identified data supporting published results will be made available on request, pursuant to a Data Use Agreement.