Effect of Virtual Reality Applied to a Task-Oriented Movement
VR-TOM
The Effect of Virtual Reality Applied to a Task-Oriented Movement on the Upper Extremity for Healthy Individuals: Cross Over Study
1 other identifier
interventional
26
1 country
1
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.
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 Dec 2023
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
December 10, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
January 25, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
May 25, 2024
CompletedFirst Submitted
Initial submission to the registry
February 8, 2025
CompletedFirst Posted
Study publicly available on registry
February 20, 2025
CompletedFebruary 20, 2025
February 1, 2025
2 months
February 8, 2025
February 17, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Reaction Time (RT) in milliseconds
Reaction time was measured using a mobile application ("Reaction Time Test" app) before and after the intervention. Participants tapped the screen as quickly as possible when a visual stimulus appeared. The average reaction time (in milliseconds) over 25 trials was recorded.
Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Secondary Outcomes (1)
Joint Position Sense (JPS) measured in degrees
Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Study Arms (2)
Real Performance First (f-RP)
EXPERIMENTALParticipants first performed the task-oriented movement in a real environment. On the following day, they completed the same movement using a virtual reality (VR) system (Oculus Quest 2). Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.
Virtual Reality First (f-VR)
EXPERIMENTALParticipants first performed the task-oriented movement using a virtual reality (VR) system (Oculus Quest 2). On the following day, they completed the same movement in a real environment. Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention.
Interventions
Participants performed a task-oriented movement in a real environment by throwing balls into a physical pool for 10 minutes. The movement was designed to engage upper extremity function.
Participants performed a task-oriented movement in a virtual environment using the Oculus Quest 2 VR system for 10 minutes. The task involved throwing virtual balls into a virtual pool with real-time feedback.
Eligibility Criteria
You may qualify if:
- to be over 18 years old,
- volunteering to participate in the study,
- having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).
You may not qualify if:
- 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.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Gaziantep University, Faculty of Sport Sciences
Gaziantep, Şehitkamil, 27350, Turkey (Türkiye)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- BASIC SCIENCE
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assoc.Prof.
Study Record Dates
First Submitted
February 8, 2025
First Posted
February 20, 2025
Study Start
December 10, 2023
Primary Completion
January 25, 2024
Study Completion
May 25, 2024
Last Updated
February 20, 2025
Record last verified: 2025-02
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL, SAP
- Time Frame
- Start Date: Data will be available after study completion. End Date: Data will be available for 5 years after study completion.
- Access Criteria
- De-identified participant data will be available to researchers conducting related studies in the fields of virtual reality, motor control, proprioception, and reaction time. The shared data will include: Reaction time (RT) measurements Joint position sense (JPS) measurements Box and Block Test (BBT) scores How can they access it? Researchers must submit a formal request explaining their research purpose and how they plan to use the data. Requests should be sent via email to \[z\ pancar@hotmail.com\]. URL will be available upon data publication on OSF. Approved researchers will receive access to the de-identified dataset via the Open Science Framework (OSF) repository. A direct link to the dataset will be provided upon approval.
De-identified participant data (reaction time, joint position sense, and Box and Block Test scores) will be shared upon reasonable request. Data will be available after study completion for researchers conducting related studies. Requests should be submitted via email to z\_pancar@hotmail.com