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Gait, HemiplegicNCT04013971

Innovative Biofeedback Interface for Enhancing Stroke Gait Rehabilitation

A study testing AGRF Biofeedback Game and Traditional Biofeedback Interface in people with Gait, Hemiplegic and Stroke, run by Emory University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This study will conduct a preliminary evaluation of and obtain user data on a novel game-based visual interface for stroke gait training. Study participants will complete one session comprising exposure to gait biofeedback systems in an order determined by randomization. Read more about this study

Who is it for?
Ages 18 to 90 yearsHealthy volunteers can take part
Conditions the study is for
Gait, Hemiplegic, Stroke
What is being tested?
AGRF Biofeedback Game and Traditional Biofeedback Interface
Could I receive a placebo?
No, everyone receives an active treatment
How many people
19 participants
Where
1 siteUnited States
Study dates
4 Apr 2022to 31 Mar 2023
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 90 years
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • age 30 to 90 years
  • chronic stroke (>6 months post stroke) affecting the right leg
  • ambulatory with or without the use of a cane or walker
  • able to walk for 2 minutes at the self-selected speed without an orthoses
  • resting heart rate 40-100 beats per minute
  • age 18 to 90 years
  • no history of neurologic disease
  • no history of orthopedic disease or injury affecting the lower extremity

Who cannot join

  • cerebellar signs (ataxic ("drunken") gait or decreased coordination during rapid alternating hand or foot movements)
  • history of lower extremity joint replacement
  • inability to communicate with investigators
  • neglect/hemianopia, or unexplained dizziness in last 6 months
  • neurologic conditions other than stroke
  • orthopedic problems in the lower limbs or spine (or other medical conditions) that limit walking or cause pain during walking
Show all 10Show fewer
  • history of neurologic disease
  • history of orthopedic disease or injury to the lower extremity in the past 6 months
  • pain or discomfort during walking
  • cardiovascular or medical condition affecting ability to exercise or walk

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Emory Rehabilitation Hospital

    Atlanta, Georgia, 30322

Other trials in United States

About this study

This study will conduct a preliminary evaluation of and obtain user data on a novel game-based visual interface for stroke gait training. Study participants will complete one session comprising exposure to gait biofeedback systems in an order determined by randomization. Participants will be exposed to 2 types of biofeedback interfaces:

  • newly developed game-based interface (projector screen display)
  • traditional, non-game interface
Read the detailed description

Stroke is the leading cause of adult disability. Even after discharge from rehabilitation, residual gait deficits are prevalent in stroke survivors, leading to decreased walking speed and endurance. Because gait dysfunctions limit community mobility, stroke survivors and rehabilitation clinicians consider restoration of walking a major goal of rehabilitation. Several challenges and research gaps limit the effectiveness of current clinical gait rehabilitation practices. While there is consensus that stroke survivors benefit from gait rehabilitation, agreement is lacking on which specific training interventions are most efficacious. The long-term goal of this proposal is to address these challenges by developing personalized, engaging, salient gait training treatments founded on evidence from neuroscience, biomechanics, motor learning, and gaming.

Real-time biofeedback is a promising gait training intervention for targeting specific biomechanical impairments. Biofeedback can enhance an individual's awareness of the impairment targeted during gait training, enabling self-correction of aberrant gait patterns.

In response to treadmill training combined with visual and auditory real-time biofeedback, able-bodied individuals can increase anterior ground reaction forces (AGRF) unilaterally for the targeted limb. Thus, AGRF biofeedback may be a beneficial strategy to target unilateral propulsive deficits in people post-stroke. Incorporation of gaming interfaces for gait biofeedback can increase patient motivation, distract participants from fatigue or boredom, and encourage greater numbers of repetitions during gait training.

The long-term goal of this study is to develop a more engaging, motivating gait biofeedback methodologies specifically designed for post-stroke gait training. The researchers aim to address a major challenge for rehabilitation clinicians - to make gait training appealing and meaningful so that patients engage in sufficient repetitions, intensity, and challenge to maximize therapeutic effectiveness. The study premise is that post-stroke individuals will demonstrate greater engagement, motivation, and therapeutic benefits during gait training sessions involving biofeedback when training incorporates intuitive, entertaining, game-based interfaces. Outcomes of the study will include measures of participant engagement, user-reports and survey-responses on motivation, fatigue, game characteristics, and adverse effects (e.g. nausea, dizziness) during game exposure. In addition to this clinical trial with stroke survivor participants, data about the game interface will be collected by having able-bodied neuro-rehabilitation clinicians try the 2 types of biofeedback interventions.

Study participants will complete one sessions comprising exposure to gait biofeedback systems in a randomized order. Participants will be exposed to 2 types of biofeedback interfaces: (i) newly developed game-based interface (projector screen display), and (ii) traditional, non-game interface.

Being tested
AGRF Biofeedback Game, Traditional Biofeedback Interface, Control Condition
Keywords
stroke, gait rehabilitation, game
Medical subject headings
Gait Disorders, Neurologic, Stroke

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • AGRF Biofeedback GameOther

    Also called gait training bout

    During the AGRF biofeedback game participants will walk on a split-belt treadmill with a projector or screen display. Participants will be receiving real-time information or feedback about ongoing gait performance parameters while they are walking. The participants will be exposed to the AGRF biofeedback game for 4 minutes.

  • Traditional Biofeedback InterfaceOther

    Also called gait training

    For the traditional non-game biofeedback, the visual display comprises a horizontal line graph with a moveable cursor that represents the current measured value of antero-posterior ground reaction force for the targeted leg. The auditory feedback comprises an audible "beep" produced every time the cursor entered the target range. Participants will be exposed to the traditional biofeedback interface for 4 minutes.

  • Control ConditionOther

    Participants will complete a control walk with out feedback.

Study groups in NCT04013971
Study groupRoleWhat they receive
Post-stroke ParticipantsOtherPost-stroke participants completing gait training trials with two different biofeedback interfaces in each experimental session. Participants also complete a control condition where no biofeedback is provided.
Receives: Other: AGRF Biofeedback Game; Other: Traditional Biofeedback Interface; Other: Control Condition
Able-bodied ParticipantsOtherAble-bodied individuals completing gait training trials with two different biofeedback interfaces in each experimental session. Participants also complete a control condition where no biofeedback is provided.
Receives: Other: AGRF Biofeedback Game; Other: Traditional Biofeedback Interface; Other: Control Condition

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Peak AGRF

    Paretic leg (right leg for post-stroke participants) or targeted leg (right leg for able-bodied participants) peak push off force (peak AGRF) was calculated from GRF data. Higher values indicate greater push off force.

    Measured: After each biofeedback interface session on Day 1

  2. Trailing Limb Angle (TLA)

    The trailing limb angle contributes to increased propulsion during walking. Trailing limb angle is a kinematic variable derived from 3-dimensional motion capture, which measures the orientation of the leg with respect to the center of mass at the stance to swing transition. In stroke survivors, trailing limb angle increases as walking speed increases.

    Measured: After each biofeedback interface session on Day 1

Secondary outcomes (4)
  1. Likert Enjoyment/Boredom Scale Domain Scores

    The Likert Enjoyment Boredom Scale is a 4-item instrument evaluating user reports of perceived effort in four different domains: Enjoyment/Fun, Boredom, Motivation, and Challenge. To assess each domain, participants are asked:

    • How much enjoyment/fun did you feel in the previous walking trial?
    • How much boredom did you feel in the previous walking trial?
    • How much motivation did you feel in the previous walking trial?
    • How much challenge did you feel in the previous walking trial?

    Each question is scored on a 8-point scale from 1 to 8, where the intensity of each domain is scored as 1 = not at all to 8 = very much/a lot. For the individual domains, higher scores are interpreted as the participant experiencing greater enjoyment/fun, boredom, motivation, or challenge.

    Measured: Day 1, after each of the biofeedback interface sessions

  2. NASA Task Load Index (NASA - TLX)

    The NASA task load index (NASA - TLX) evaluates user reports of perceived effort in six subscales of Mental Demand, Physical Demand, Temporal Demand, Performance, Effort, and Frustration. Each subscale is scored on a 21-point scale from 1 to 21, where very low demand/perfect performance = 1 and very high demand/failure = 21. A total score is created by taking the average of each subscale; the total score ranges from 1 to 21 with higher scores indicating that the task is very demanding to perform.

    Measured: Day 1, after each of the biofeedback interface sessions

  3. Borg Rating of Perceived Exertion (RPE) Scale

    The Borg Rating of Perceived Exertion (RPE) Scale asks respondents to report how hard it feels like their body is working with a single item. Perceived exertion is rated on a scale from 6 to 20 where "no exertion at all" is scored as 6 and "maximal exertion" is scored as 20. Ratings between 12 and 14 are generally considered as a moderate intensity level.

    Measured: Day 1, during each of the biofeedback interface sessions

  4. User Evaluation Questionnaire (UEQ) Score

    User experience of the biofeedback game is assessed with a 26-item user evaluation questionnaire (UEQ). Participants indicate how they found the session to be for a variety of usability qualities, including likability, speed, and meeting expectations. Responses are given on a 7-point scale where scale where 1 = the most agreement with the adjective on the left, 4 = a neutral response, and 7 = the most agreement with the adjective on the right. For some items high scores are associated with positive perceptions, while for other items low low scores are associated with positive perceptions. Items were grouped according to whether high or low scores meant positive perceptions and separate summary scores were obtained by calculating the mean score for the items included, so that the summary scores range from t to 7.

    Measured: Day 1, after each of the biofeedback sessions

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted10 Jul 2019
  2. Study start4 Apr 2022
  3. Primary completion31 Mar 2023
  4. Study completion31 Mar 2023

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Non-randomised
Intervention model
Parallel groups
Model description
This study aims to enroll 12 post-stroke and 12 able-bodied individuals who will complete gait trials with 2 different biofeedback interfaces in each experimental session.
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
19 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT04013971
Sponsor's protocol ID
IRB00106866
Other IDs
1R21HD095138-01
Status last verified
Apr 2025
First submitted
8 Jul 2019
Last updated
25 Apr 2025
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: Individual participant data that underlie results, after de-identification, will be available for sharing.

Publications

  • Alterman BL, Slusarenko A, Kim M, Alam Z, Fowler D, Krishnan S, Coleman MG, Wolf SL, Kesar TM. An innovative gamified gait biofeedback interface targeting propulsion: feasibility and preliminary effects. Res Sq [Preprint]. 2025 Dec 9:rs.3.rs-8099435. doi: 10.21203/rs.3.rs-8099435/v1.

    PubMed 41510277

Questions about this trial

What is this clinical trial studying?

A study testing AGRF Biofeedback Game and Traditional Biofeedback Interface in people with Gait, Hemiplegic and Stroke, run by Emory University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 8 inclusion and 10 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 25 Apr 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 26 Mar 2025). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Peak AGRF (time frame: After each biofeedback interface session on Day 1). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT04013971, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 25 Apr 2025.

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