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出境医 / 临床实验 / Virtual Reality for Upper Limb Rehabilitation in Multiple Sclerosis

Virtual Reality for Upper Limb Rehabilitation in Multiple Sclerosis

Study Description
Brief Summary:

This study is aimed to test the efficacy and feasibility of an immersive virtual reality (VR) rehabilitation programs to improve upper-limb motor functions in 24 patients with multiple sclerosis (pwMS), characterized by moderate to severe upper-limb motor dysfunctions. In particular, this study will evaluate the efficacy of VR as novel opportunities to increase treatment engagement and rehabilitation effects.

The effectiveness of the rehabilitation program will be assessed using both clinical tests and state-of-the art motion capture system for human movement analysis.


Condition or disease Intervention/treatment Phase
Multiple Sclerosis Behavioral: Virtual Reality Not Applicable

Detailed Description:

Recent studies highlighted the high social and economic burden of rehabilitation in multiple sclerosis (MS); in fact its cost is approximately 27% of the overall expenses supported by the national health system. In particular, it has been shown that the physical rehabilitation is effective in treating functional impairments associated to gait, balance and daily life activitites. However, most rehabilitative treatments are performed at hospital or in specialized centers, and this is a factor which strongly reduces the persistence of the positive effects in the long-term.

In this context, it appears important to highlight that rehabilitative treatments are often focused on lower limbs functional impairments, while upper limbs dysfunctions seem less considered although approximately 50% of pwMS complain about issues like reduction of manual dexterity and fine motor abilities as well as movements' slowness. Moreover, significantly lower is also the number of the studies focused on upper limbs rehabilitation, if compared to those about walking or balance and also if compared with upper limbs studies in other neurologic diseases like stroke.

A support in overcoming such issues might be provided by the adoption of low-cost devices originally designed for entertainment purposes (e.g. Nintendo Wii or Microsoft Kinect) which have been shown effective in improving some aspects of disability. Nevertheless, while rehabilitation protocols which make use of such system often relies on software designed for healthy individuals, it should be essential to have available routines specifically designed for the MS needs.

On the basis of these considerations, this project intends to design, develop and test an innovative low-cost hardware/software platform for home-based upper limbs rehabilitation based on virtual reality.

In particular, the software will reproduce scenarios of actual daily living activities with increasing complexity to ensure a good degree of transferability of the training into real life.

The strength of this approach lies basically on three factors:

  1. Use of commercial low-cost VR systems (e.g. Oculus Rift)
  2. Use of public domain software for the Virtual Reality package (i.e. Unity 3D)
  3. Availability of kinematic data derived from the analysis of the hand trajectories, which allow clinicians to characterize the performance of the participants as well as his/her progresses The effectiveness of the platform will be tested in laboratory using state-of-the-art motion capture system for human movement analysis.
Study Design
Layout table for study information
Study Type : Interventional  (Clinical Trial)
Estimated Enrollment : 24 participants
Allocation: Randomized
Intervention Model: Crossover Assignment
Intervention Model Description: Interventional, randomized, controlled, cross-over study
Masking: None (Open Label)
Primary Purpose: Treatment
Official Title: Innovative Low-cost Solutions Based on Virtual Reality for Upper Limb Home-based Rehabilitation in Multiple Sclerosis
Actual Study Start Date : April 23, 2019
Estimated Primary Completion Date : June 3, 2021
Estimated Study Completion Date : June 3, 2022
Arms and Interventions
Arm Intervention/treatment
Experimental: Virtual reality intervention

Participant undergo 12 treatment sessions, during a 4-week period (3 sessions per week).

Each intervention session lasts 45 minutes.

Behavioral: Virtual Reality

The selected commercial games are aimed mostly to improve upper limb functions. The games will be randomly administered during each session. Each game will be played for approximately 10 minutes, with 5 minutes break between each game session.

The intervention treatment consists of 12 sessions in 4-week period.


No Intervention: Observational
Participant undergo a 4 weeks observational period. No intervention are performed.
Outcome Measures
Primary Outcome Measures :
  1. Change in box and block score [ Time Frame: Baseline (T0), immediately after the end of the treatment (+4 weeks, T1), +8 weeks from the baseline (T2) ]

    The Box and Block Test measures unilateral gross manual dexterity. Score consists of the number of blocks transferred from one compartment to the other compartment in 60 seconds (score each hand separately). Higher values indicate better performance.

    Reference value for unaffected population is 55 blocks/min.



Secondary Outcome Measures :
  1. Change in Nine-Hole Peg score [ Time Frame: Baseline (T0), immediately after the end of the treatment (+4 weeks, T1), +8 weeks from the baseline (T2) ]
    The Nine-Hole Peg Test measures finger dexterity. Score consists of the time to place and remove one by one the holes on the board, as quickly as possible. Higher values indicate worse performance.


Eligibility Criteria
Layout table for eligibility information
Ages Eligible for Study:   18 Years and older   (Adult, Older Adult)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   No
Criteria

Inclusion Criteria:

  • Age > 18
  • Definite MS diagnosis, sub-type Relapsing-Remitting or Secondary Progressive
  • Clinically stable
  • No relapses at the time of the enrolment in the study
  • Able to understand the informed consent process and provide consent to participate in the study
  • 9-Hole Peg Test score > 30 seconds

Exclusion Criteria:

  • Relapses occurring over the past 3 months
  • History of seizures
  • Severe blurred vision
  • Concomitant auditory and vestibular deficits
  • Presence of other neurological, orthopaedic (non-MS related), psychiatric or cognitive impairments that would interfere with the execution of the study
Contacts and Locations

Contacts
Layout table for location contacts
Contact: Massimiliano Pau, PhD 070/675-3264 massimiliano.pau@dimcm.unica.it

Locations
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Italy
Laboratorio di Biomeccanica ed Ergonomia industriale - Università degli Studi di Cagliari Recruiting
Monserrato, Cagliari, Italy, 09042
Contact: Massimiliano Pau, PhD    070/675-3264    massimiliano.pau@dimcm.unica.it   
Sponsors and Collaborators
University of Cagliari
Italian Multiple Sclerosis Foundation
Fondazione Don Carlo Gnocchi Onlus
Azienda Sanitaria Locale di Cagliari
Investigators
Layout table for investigator information
Principal Investigator: Massimiliano Pau, PhD University of Cagliari
Tracking Information
First Submitted Date  ICMJE July 16, 2019
First Posted Date  ICMJE July 22, 2019
Last Update Posted Date July 22, 2019
Actual Study Start Date  ICMJE April 23, 2019
Estimated Primary Completion Date June 3, 2021   (Final data collection date for primary outcome measure)
Current Primary Outcome Measures  ICMJE
 (submitted: July 17, 2019)
Change in box and block score [ Time Frame: Baseline (T0), immediately after the end of the treatment (+4 weeks, T1), +8 weeks from the baseline (T2) ]
The Box and Block Test measures unilateral gross manual dexterity. Score consists of the number of blocks transferred from one compartment to the other compartment in 60 seconds (score each hand separately). Higher values indicate better performance. Reference value for unaffected population is 55 blocks/min.
Original Primary Outcome Measures  ICMJE Same as current
Change History No Changes Posted
Current Secondary Outcome Measures  ICMJE
 (submitted: July 17, 2019)
Change in Nine-Hole Peg score [ Time Frame: Baseline (T0), immediately after the end of the treatment (+4 weeks, T1), +8 weeks from the baseline (T2) ]
The Nine-Hole Peg Test measures finger dexterity. Score consists of the time to place and remove one by one the holes on the board, as quickly as possible. Higher values indicate worse performance.
Original Secondary Outcome Measures  ICMJE Same as current
Current Other Pre-specified Outcome Measures Not Provided
Original Other Pre-specified Outcome Measures Not Provided
 
Descriptive Information
Brief Title  ICMJE Virtual Reality for Upper Limb Rehabilitation in Multiple Sclerosis
Official Title  ICMJE Innovative Low-cost Solutions Based on Virtual Reality for Upper Limb Home-based Rehabilitation in Multiple Sclerosis
Brief Summary

This study is aimed to test the efficacy and feasibility of an immersive virtual reality (VR) rehabilitation programs to improve upper-limb motor functions in 24 patients with multiple sclerosis (pwMS), characterized by moderate to severe upper-limb motor dysfunctions. In particular, this study will evaluate the efficacy of VR as novel opportunities to increase treatment engagement and rehabilitation effects.

The effectiveness of the rehabilitation program will be assessed using both clinical tests and state-of-the art motion capture system for human movement analysis.

Detailed Description

Recent studies highlighted the high social and economic burden of rehabilitation in multiple sclerosis (MS); in fact its cost is approximately 27% of the overall expenses supported by the national health system. In particular, it has been shown that the physical rehabilitation is effective in treating functional impairments associated to gait, balance and daily life activitites. However, most rehabilitative treatments are performed at hospital or in specialized centers, and this is a factor which strongly reduces the persistence of the positive effects in the long-term.

In this context, it appears important to highlight that rehabilitative treatments are often focused on lower limbs functional impairments, while upper limbs dysfunctions seem less considered although approximately 50% of pwMS complain about issues like reduction of manual dexterity and fine motor abilities as well as movements' slowness. Moreover, significantly lower is also the number of the studies focused on upper limbs rehabilitation, if compared to those about walking or balance and also if compared with upper limbs studies in other neurologic diseases like stroke.

A support in overcoming such issues might be provided by the adoption of low-cost devices originally designed for entertainment purposes (e.g. Nintendo Wii or Microsoft Kinect) which have been shown effective in improving some aspects of disability. Nevertheless, while rehabilitation protocols which make use of such system often relies on software designed for healthy individuals, it should be essential to have available routines specifically designed for the MS needs.

On the basis of these considerations, this project intends to design, develop and test an innovative low-cost hardware/software platform for home-based upper limbs rehabilitation based on virtual reality.

In particular, the software will reproduce scenarios of actual daily living activities with increasing complexity to ensure a good degree of transferability of the training into real life.

The strength of this approach lies basically on three factors:

  1. Use of commercial low-cost VR systems (e.g. Oculus Rift)
  2. Use of public domain software for the Virtual Reality package (i.e. Unity 3D)
  3. Availability of kinematic data derived from the analysis of the hand trajectories, which allow clinicians to characterize the performance of the participants as well as his/her progresses The effectiveness of the platform will be tested in laboratory using state-of-the-art motion capture system for human movement analysis.
Study Type  ICMJE Interventional
Study Phase  ICMJE Not Applicable
Study Design  ICMJE Allocation: Randomized
Intervention Model: Crossover Assignment
Intervention Model Description:
Interventional, randomized, controlled, cross-over study
Masking: None (Open Label)
Primary Purpose: Treatment
Condition  ICMJE Multiple Sclerosis
Intervention  ICMJE Behavioral: Virtual Reality

The selected commercial games are aimed mostly to improve upper limb functions. The games will be randomly administered during each session. Each game will be played for approximately 10 minutes, with 5 minutes break between each game session.

The intervention treatment consists of 12 sessions in 4-week period.

Study Arms  ICMJE
  • Experimental: Virtual reality intervention

    Participant undergo 12 treatment sessions, during a 4-week period (3 sessions per week).

    Each intervention session lasts 45 minutes.

    Intervention: Behavioral: Virtual Reality
  • No Intervention: Observational
    Participant undergo a 4 weeks observational period. No intervention are performed.
Publications * Not Provided

*   Includes publications given by the data provider as well as publications identified by ClinicalTrials.gov Identifier (NCT Number) in Medline.
 
Recruitment Information
Recruitment Status  ICMJE Recruiting
Estimated Enrollment  ICMJE
 (submitted: July 17, 2019)
24
Original Estimated Enrollment  ICMJE Same as current
Estimated Study Completion Date  ICMJE June 3, 2022
Estimated Primary Completion Date June 3, 2021   (Final data collection date for primary outcome measure)
Eligibility Criteria  ICMJE

Inclusion Criteria:

  • Age > 18
  • Definite MS diagnosis, sub-type Relapsing-Remitting or Secondary Progressive
  • Clinically stable
  • No relapses at the time of the enrolment in the study
  • Able to understand the informed consent process and provide consent to participate in the study
  • 9-Hole Peg Test score > 30 seconds

Exclusion Criteria:

  • Relapses occurring over the past 3 months
  • History of seizures
  • Severe blurred vision
  • Concomitant auditory and vestibular deficits
  • Presence of other neurological, orthopaedic (non-MS related), psychiatric or cognitive impairments that would interfere with the execution of the study
Sex/Gender  ICMJE
Sexes Eligible for Study: All
Ages  ICMJE 18 Years and older   (Adult, Older Adult)
Accepts Healthy Volunteers  ICMJE No
Contacts  ICMJE
Contact: Massimiliano Pau, PhD 070/675-3264 massimiliano.pau@dimcm.unica.it
Listed Location Countries  ICMJE Italy
Removed Location Countries  
 
Administrative Information
NCT Number  ICMJE NCT04027491
Other Study ID Numbers  ICMJE 102/2018/CE
2017/R/19 ( Other Grant/Funding Number: FISM )
Has Data Monitoring Committee No
U.S. FDA-regulated Product
Studies a U.S. FDA-regulated Drug Product: No
Studies a U.S. FDA-regulated Device Product: No
IPD Sharing Statement  ICMJE Not Provided
Responsible Party Massimiliano Pau, University of Cagliari
Study Sponsor  ICMJE University of Cagliari
Collaborators  ICMJE
  • Italian Multiple Sclerosis Foundation
  • Fondazione Don Carlo Gnocchi Onlus
  • Azienda Sanitaria Locale di Cagliari
Investigators  ICMJE
Principal Investigator: Massimiliano Pau, PhD University of Cagliari
PRS Account University of Cagliari
Verification Date July 2019

ICMJE     Data element required by the International Committee of Medical Journal Editors and the World Health Organization ICTRP