NCT07378085

Brief Summary

This study aims to evaluate the effectiveness of Leap Motion-supported virtual reality therapy, applied in addition to traditional rehabilitation programs, in individuals who develop hemiplegia after a cerebrovascular accident. The study will examine the effects of this additional therapy on upper extremity functions, activities of daily living, and participation levels.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
40

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Jan 2023

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

January 23, 2023

Completed
7 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 1, 2023

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

September 1, 2023

Completed
2.3 years until next milestone

First Submitted

Initial submission to the registry

December 10, 2025

Completed
2 months until next milestone

First Posted

Study publicly available on registry

January 30, 2026

Completed
Last Updated

January 30, 2026

Status Verified

December 1, 2025

Enrollment Period

7 months

First QC Date

December 10, 2025

Last Update Submit

January 28, 2026

Conditions

Keywords

stroke rehabilitationvirtual realityupper extremitymotor skillsleap motion

Outcome Measures

Primary Outcomes (1)

  • Fugl-Meyer assessment for upper extremity

    In our study, we used the upper extremity motor evaluation part of the Fugl-Meyer scale. This scale is valid and reliable in evaluating motor recovery after stroke. This scale has 4 subheadings: arm evaluation (maximum 36 points), wrist evaluation (10 points), hand evaluation (maximum 14 points), coordination and speed (maximum 6 points). It consists of 33 items scored from 0 to 2. '0: Cannot realize, 1: Partially realizes, 2: Completely realizes'. A maximum of 66 points can be obtained in the upper extremity scoring. Higher scores indicate better motor recovery.

    baseline (T0), at the end of treatment (T1), one month after treatment completion (T2), and three months after treatment completion (T3)

Secondary Outcomes (4)

  • Selective Control of the Upper Extremity Scale

    baseline (T0), at the end of treatment (T1), one month after treatment completion (T2), and three months after treatment completion (T3)

  • Stroke Specific Quality of Life Scale

    baseline (T0), at the end of treatment (T1), one month after treatment completion (T2), and three months after treatment completion (T3)

  • Turkish Version of Disabilities of The Arm, Shoulder and Hand

    baseline (T0), at the end of treatment (T1), one month after treatment completion (T2), and three months after treatment completion (T3)

  • nine hole peg test

    baseline (T0), at the end of treatment (T1), one month after treatment completion (T2), and three months after treatment completion (T3)

Study Arms (2)

control group

ACTIVE COMPARATOR

The control group received conventional rehabilitation for 1 hour every day, 5 days a week for 4 weeks.

Other: conventional rehabilitation

experimental group

ACTIVE COMPARATOR

In addition to conventional rehabilitation, participants in the experimental group received Leap Motion-based virtual reality therapy 5 days per week for 4 weeks. For this purpose, the Leap Motion device, leased from Becure GmbH (GOSB Teknopark Hightech Building, Gebze, Kocaeli, Turkey), was used to deliver a computer-based HandROM program designed to improve upper extremity functions. Each session consisted of 4 games, played for 10 minutes each, resulting in a total of 40 minutes of additional upper extremity exercise per day. Four therapeutic games used in intervention are as follows: Leap Maze, Leap Ball , Pong and CatchAPet. During the games, patients performed forearm pronation-supination, wrist flexion-extension, and finger flexion-extension movements.

Other: conventional rehabilitationDevice: leap motion based virtual reality rehabilitation

Interventions

The VR system was implemented using the Leap Motion device, which incorporates an infrared depth sensor capable of detecting limb movements in three-dimensional space. This technology enables users to interact with the virtual environment without the need for a handheld controller; instead, the user's upper extremities function directly as the interface. During the intervention, patients participated in computer-based rehabilitation while seated, with the motion sensor positioned to accurately capture hand and wrist movements.

experimental group

Conventional rehabilitation consisted of joint range of motion exercises, stretching, strengthening, balance and postural control training, transfer training, gait training, stair climbing exercises, and neurophysiological exercise techniques, all performed under the supervision of a physiotherapist.

control groupexperimental group

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Patients must be above eighteen years of age
  • Have had a first-time stroke
  • Be within twelve months of stroke
  • Have a Brunnstrom score of four or more for the upper extremity
  • Be cognitively adequate (scoring ≥23 on the mini-mental test scale)

You may not qualify if:

  • Being in the unstable phase of the disease
  • Visual and/or auditory impairments
  • Unilateral spatial neglect (hemineglect)
  • Modified Ashworth Scale score of ≥3 in the affected upper limb
  • Had a history of botulinum toxin A (Botox) injection in the affected upper limb within the previous six months
  • Other systemic neuromuscular disorders (exc; Alzheimer Disease, Parkinson Disease, Multipl Sclerosis...)
  • Have cerebellar involvement characterised by dysmetria, dysdiadochokinesia or ataxia
  • Have a prior orthopaedic or neuromuscular injuries affecting both upper limbs
  • Have impaired static sitting balance

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Gaziosmanpasa Research and Education Hospital

Istanbul, 34255, Turkey (Türkiye)

Location

Related Publications (3)

  • Ogun MN, Kurul R, Yasar MF, Turkoglu SA, Avci S, Yildiz N. Effect of Leap Motion-based 3D Immersive Virtual Reality Usage on Upper Extremity Function in Ischemic Stroke Patients. Arq Neuropsiquiatr. 2019 Oct 24;77(10):681-688. doi: 10.1590/0004-282X20190129. eCollection 2019.

    PMID: 31664343BACKGROUND
  • Wang ZR, Wang P, Xing L, Mei LP, Zhao J, Zhang T. Leap Motion-based virtual reality training for improving motor functional recovery of upper limbs and neural reorganization in subacute stroke patients. Neural Regen Res. 2017 Nov;12(11):1823-1831. doi: 10.4103/1673-5374.219043.

    PMID: 29239328BACKGROUND
  • Shin JH, Kim MY, Lee JY, Jeon YJ, Kim S, Lee S, Seo B, Choi Y. Effects of virtual reality-based rehabilitation on distal upper extremity function and health-related quality of life: a single-blinded, randomized controlled trial. J Neuroeng Rehabil. 2016 Feb 24;13:17. doi: 10.1186/s12984-016-0125-x.

    PMID: 26911438BACKGROUND

MeSH Terms

Conditions

Stroke

Condition Hierarchy (Ancestors)

Cerebrovascular DisordersBrain DiseasesCentral Nervous System DiseasesNervous System DiseasesVascular DiseasesCardiovascular Diseases

Study Officials

  • Pinar Dogan, MD

    Gaziosmanpasa Research and Education Hospital

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Masking Details
The study was conducted in a single-blind manner, only the evaluator did not know which patient was in the experimental group and which patient was in the control group. Due to the nature of the treatment, the patients and the occupational therapist performing the game were not blinded.
Purpose
TREATMENT
Intervention Model
PARALLEL
Model Details: The study is a single-blind, prospective, randomized controlled, single-center study. Patients were randomly assigned to the experimental group (EG) or the control group (CG). A box containing 40 opaque, sealed envelopes was prepared: 20 labeled "CG" and 20 "EG". Occupational therapists asked participants to draw one envelope. If they withdrew from the study, the envelope corresponding to their group was returned. The study continued until all 40 envelopes had been drawn and complete data were collected.
Sponsor Type
OTHER GOV
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Medical doctor

Study Record Dates

First Submitted

December 10, 2025

First Posted

January 30, 2026

Study Start

January 23, 2023

Primary Completion

September 1, 2023

Study Completion

September 1, 2023

Last Updated

January 30, 2026

Record last verified: 2025-12

Data Sharing

IPD Sharing
Will share

The data obtained from patients participating in the statistical analysis will be shared without disclosing patient identities.

Shared Documents
STUDY PROTOCOL, SAP, ICF
Time Frame
After the study results are published, these data will be made available for use. Study data can be shared for one year
Access Criteria
Upon request, and subject to ethical approval or data usage agreements, the data will be shared with qualified researchers affiliated with academic or medical institutions. Data can be obtained by Principal Investigator Email Address: pinar.karagoz94@gmail.com

Locations