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ImGTS for Patients With Cerebral Palsy and With Mobility Limitations (Phase 2)

Primary Purpose

Cerebral Palsy

Status
Recruiting
Phase
Not Applicable
Locations
Philippines
Study Type
Interventional
Intervention
Virtual reality
Sponsored by
Augmented eXperience E-health Laboratory
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional treatment trial for Cerebral Palsy

Eligibility Criteria

6 Years - 12 Years (Child)All SexesDoes not accept healthy volunteers

Inclusion Criteria: Aged 6-12 years old Able to walk without a mobility device with limited speed, balance, and/or coordination (equivalent to Gross Motor Function Classification System - Expanded and Revised (GMFCS) Level I or II) Can handle objects easily and successfully (equivalent to Manual Ability Classification System, MACS, Level I) Able to follow one-step instructions during BOTMP Exclusion Criteria: Children with CP functioning at GMFCS Level III or higher Children who are totally dependent (i.e., those who require 100% assistance or support from another adult to complete tasks or for transfers or ambulation) Have had episodes of seizures or previously diagnosed as having epilepsy or are taking antiepileptic or seizure medications Have significant visual impairment Have hearing impairment requiring hearing aid Have a history of motion sickness Experience claustrophobia

Sites / Locations

  • University of the Philippines College of Allied Medical Professions Immersive Technology LaboratoryRecruiting

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

Experimental

Arm Label

Head-mounted display (HMD)

Semi-cave automatic virtual environment (semi-CAVE)

Arm Description

The HMD system uses a commercially available virtual headset, the Oculus/Meta Quest 2, which allows a user to view a virtual environment in 360 degrees and to interact with the environment using hand-tracking technology (i.e., when a user's hand is projected into the virtual world to be used for interactions and gestures).

The semi-CAVE system uses projectors and projector screens to provide a 270-degree view of the virtual environment. These projectors are connected to a powerful workstation (desktop computer), which uses HTC Vive trackers and base stations to track user movements and interactions

Outcomes

Primary Outcome Measures

Balance will be assessed using Pediatric Balance Scale
The Pediatric Balance Scale is used to assess skills in functional balance among school-aged children. It rates a child's ability and records the time it takes for a child to maintain balance in different scenarios.
Balance will be assessed using the Timed Up and Go in Children
Timed-Up and Go in Children is a timed test of functional dynamic balance where a child is tasked to stand up from a sitting position, walk 3 meters, turn and walk back, and sit down.
Gross motor performance will be assessed using the Bruininks-Oseretsky Test of Motor Proficiency (Second Edition; Short Form)
The Bruininks-Oseretsky Test of Motor Proficiency (Second Edition) is a comprehensive test of a child's fine and gross motor skills
Walking speed will be assessed using 10MWT
The 10-meter walk test (10MWT) assesses the walking speed of a child over a short distance
Functional ability will be assessed using Bruininks-Oseretsky Test of Motor Proficiency (Second Edition, Short Form)
The Bruininks-Oseretsky Test of Motor Proficiency (Second Edition, Short Form) is a comprehensive test of a child's fine and gross motor skills
Functional ability will be assessed using Timed-Up and Go in Children
Timed-Up and Go in Children is a timed test of functional dynamic balance where a child is tasked to stand up from a sitting position, walk 3 meters, turn and walk back, and sit down.
Incidence of virtual reality sickness symptoms will be assessed using the Virtual Reality Sickness Questionnaire
The VRSQ will measure a participant's experience with the following symptoms: general discomfort, fatigue, eye strain, difficulty focusing, headache, fullness of head, blurring of vision, dizziness (when eyes are closed), and vertigo. Symptoms will be rated on a 4-point scale: 0 or None, 1 or Slight, 2 or Moderate, and 3 or Severe.
Usability of the virtual reality intervention will be assessed using the System Usability Scale
The SUS is a 10-item questionnaire that is widely used in the evaluation of various kinds and aspects of technology. Each question has five response options ranging from 'Strongly agree' to 'Strongly disagree', which has a corresponding number value. Each response is added and multiplied by 2.5 to obtain the final score that ranges from 0 to 100. A SUS score above 68 is considered above average.
Usability of the virtual reality intervention will be assessed using a researcher usability checklist
Usability will also be measured by the application's performance. Effectiveness will be measured in terms of task completion within a given time period, while efficiency will be measured in terms of ease of use of the controllers and the interface. Satisfaction will be determined through observation of participant reactions.

Secondary Outcome Measures

Full Information

First Posted
September 27, 2023
Last Updated
October 19, 2023
Sponsor
Augmented eXperience E-health Laboratory
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1. Study Identification

Unique Protocol Identification Number
NCT06100341
Brief Title
ImGTS for Patients With Cerebral Palsy and With Mobility Limitations (Phase 2)
Official Title
Developing Immersive Gamification Technology System for Rehabilitation Management of Pediatric Patients With Cerebral Palsy and Mobility Limitations (Phase 2 Trial)
Study Type
Interventional

2. Study Status

Record Verification Date
October 2023
Overall Recruitment Status
Recruiting
Study Start Date
August 2, 2023 (Actual)
Primary Completion Date
December 2023 (Anticipated)
Study Completion Date
December 2023 (Anticipated)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Sponsor
Name of the Sponsor
Augmented eXperience E-health Laboratory

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
No

5. Study Description

Brief Summary
The proposed research project aims to answer the question "Are immersive technology systems effective in the rehabilitation management of pediatric patients with cerebral palsy and with mobility limitations?". The current study is the second of three phases, and it aims to create an immersive gamification technology system for the management of patients with cerebral palsy and with mobility disorders and to determine its clinical effectiveness, safety, and usability among children with mild to moderate cerebral palsy.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Cerebral Palsy

7. Study Design

Primary Purpose
Treatment
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
Outcomes Assessor
Allocation
Randomized
Enrollment
30 (Anticipated)

8. Arms, Groups, and Interventions

Arm Title
Head-mounted display (HMD)
Arm Type
Experimental
Arm Description
The HMD system uses a commercially available virtual headset, the Oculus/Meta Quest 2, which allows a user to view a virtual environment in 360 degrees and to interact with the environment using hand-tracking technology (i.e., when a user's hand is projected into the virtual world to be used for interactions and gestures).
Arm Title
Semi-cave automatic virtual environment (semi-CAVE)
Arm Type
Experimental
Arm Description
The semi-CAVE system uses projectors and projector screens to provide a 270-degree view of the virtual environment. These projectors are connected to a powerful workstation (desktop computer), which uses HTC Vive trackers and base stations to track user movements and interactions
Intervention Type
Other
Intervention Name(s)
Virtual reality
Intervention Description
A role-playing game set in a spaceship in outer space where a user will need to accomplish three activities to complete the game. These activities were designed based on typical therapy goals for children with cerebral palsy of improving balance, gross motor performance, walking speed, and functional mobility.
Primary Outcome Measure Information:
Title
Balance will be assessed using Pediatric Balance Scale
Description
The Pediatric Balance Scale is used to assess skills in functional balance among school-aged children. It rates a child's ability and records the time it takes for a child to maintain balance in different scenarios.
Time Frame
Within one hour after completion of the sixth session
Title
Balance will be assessed using the Timed Up and Go in Children
Description
Timed-Up and Go in Children is a timed test of functional dynamic balance where a child is tasked to stand up from a sitting position, walk 3 meters, turn and walk back, and sit down.
Time Frame
Within one hour after completion of the sixth session
Title
Gross motor performance will be assessed using the Bruininks-Oseretsky Test of Motor Proficiency (Second Edition; Short Form)
Description
The Bruininks-Oseretsky Test of Motor Proficiency (Second Edition) is a comprehensive test of a child's fine and gross motor skills
Time Frame
Within one hour after completion of the sixth session
Title
Walking speed will be assessed using 10MWT
Description
The 10-meter walk test (10MWT) assesses the walking speed of a child over a short distance
Time Frame
Within one hour after completion of the sixth session
Title
Functional ability will be assessed using Bruininks-Oseretsky Test of Motor Proficiency (Second Edition, Short Form)
Description
The Bruininks-Oseretsky Test of Motor Proficiency (Second Edition, Short Form) is a comprehensive test of a child's fine and gross motor skills
Time Frame
Within one hour after completion of the sixth session
Title
Functional ability will be assessed using Timed-Up and Go in Children
Description
Timed-Up and Go in Children is a timed test of functional dynamic balance where a child is tasked to stand up from a sitting position, walk 3 meters, turn and walk back, and sit down.
Time Frame
Within one hour after completion of the sixth session
Title
Incidence of virtual reality sickness symptoms will be assessed using the Virtual Reality Sickness Questionnaire
Description
The VRSQ will measure a participant's experience with the following symptoms: general discomfort, fatigue, eye strain, difficulty focusing, headache, fullness of head, blurring of vision, dizziness (when eyes are closed), and vertigo. Symptoms will be rated on a 4-point scale: 0 or None, 1 or Slight, 2 or Moderate, and 3 or Severe.
Time Frame
Immediately after each intervention, within an hour of completion of the virtual reality game
Title
Usability of the virtual reality intervention will be assessed using the System Usability Scale
Description
The SUS is a 10-item questionnaire that is widely used in the evaluation of various kinds and aspects of technology. Each question has five response options ranging from 'Strongly agree' to 'Strongly disagree', which has a corresponding number value. Each response is added and multiplied by 2.5 to obtain the final score that ranges from 0 to 100. A SUS score above 68 is considered above average.
Time Frame
Immediately after each intervention, within an hour of completion of the virtual reality game
Title
Usability of the virtual reality intervention will be assessed using a researcher usability checklist
Description
Usability will also be measured by the application's performance. Effectiveness will be measured in terms of task completion within a given time period, while efficiency will be measured in terms of ease of use of the controllers and the interface. Satisfaction will be determined through observation of participant reactions.
Time Frame
Immediately after each intervention, within an hour of completion of the virtual reality game
Other Pre-specified Outcome Measures:
Title
Acceptability
Description
Acceptability will be measured among a small group of patients, caregivers, and patient advocates through an interview and a focus group discussion
Time Frame
Within one week after completing virtual reality experience

10. Eligibility

Sex
All
Minimum Age & Unit of Time
6 Years
Maximum Age & Unit of Time
12 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
Inclusion Criteria: Aged 6-12 years old Able to walk without a mobility device with limited speed, balance, and/or coordination (equivalent to Gross Motor Function Classification System - Expanded and Revised (GMFCS) Level I or II) Can handle objects easily and successfully (equivalent to Manual Ability Classification System, MACS, Level I) Able to follow one-step instructions during BOTMP Exclusion Criteria: Children with CP functioning at GMFCS Level III or higher Children who are totally dependent (i.e., those who require 100% assistance or support from another adult to complete tasks or for transfers or ambulation) Have had episodes of seizures or previously diagnosed as having epilepsy or are taking antiepileptic or seizure medications Have significant visual impairment Have hearing impairment requiring hearing aid Have a history of motion sickness Experience claustrophobia
Central Contact Person:
First Name & Middle Initial & Last Name or Official Title & Degree
Maria Eliza R. Aguila, PhD
Phone
+639178212563
Email
mraguila1@up.edu.ph
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Maria Eliza R. Aguila, PhD
Organizational Affiliation
University of the Philippines Manila
Official's Role
Principal Investigator
Facility Information:
Facility Name
University of the Philippines College of Allied Medical Professions Immersive Technology Laboratory
City
City Of Manila
State/Province
National Capital Region
ZIP/Postal Code
1000
Country
Philippines
Individual Site Status
Recruiting
Facility Contact:
First Name & Middle Initial & Last Name & Degree
Maria Eliza R. Aguila, PhD
Phone
+639178212563
Email
mraguila1@up.edu.ph

12. IPD Sharing Statement

Citations:
Citation
Aguila, M.E.R. et al. (2023). Application Design of a Virtual Reality Therapy Game for Patients with Cerebral Palsy. In: Krouska, A., Troussas, C., Caro, J. (eds) Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022). NiDS 2022. Lecture Notes in Networks and Systems, vol 556. Springer, Cham. https://doi.org/10.1007/978-3-031-17601-2_17
Results Reference
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Citation
Boque, J.C. et al. (2023). Moving in Space: Development Process Analysis on a Virtual Reality Therapy Application for Children with Cerebral Palsy. In: Kabassi, K., Mylonas, P., Caro, J. (eds) Novel & Intelligent Digital Systems: Proceedings of the 3rd International Conference (NiDS 2023). NiDS 2023. Lecture Notes in Networks and Systems, vol 784. Springer, Cham. https://doi.org/10.1007/978-3-031-44146-2_20
Results Reference
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ImGTS for Patients With Cerebral Palsy and With Mobility Limitations (Phase 2)

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