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Cerebral PalsyNCT06100341

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

A study testing Virtual reality in people with Cerebral Palsy, run by Augmented eXperience E-health Laboratory at 1 site in Philippines.

Unknown status

Status not confirmed. The sponsor has not verified this record for over two years, so it may be out of date.

Official record
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Trial 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?". Read more about this study

Who is it for?
Ages 6 to 12 years
Conditions the study is for
Cerebral Palsy
What is being tested?
Virtual reality
Could I receive a placebo?
No, everyone receives an active treatment
How many people
30 participants
Where
1 sitePhilippines
Study dates
2 Aug 2023to Dec 2023
Phase
Interventional
Are there results?
None posted in the registry

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 6 to 12 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • 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

Who cannot join

  • 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

Trial locations and contacts

1 site in 1 country.

Maria Eliza R. Aguila, PhD contact

+639178212563

mraguila1@up.edu.ph

Philippines1 site, 1 recruiting
  • University of the Philippines College of Allied Medical Professions Immersive Technology Laboratory

    Manila, National Capital Region, 1000

    Maria Eliza R. Aguila, PhD, +639178212563, mraguila1@up.edu.ph

    Recruiting

Other trials in Philippines

About this study

Official title: Developing Immersive Gamification Technology System for Rehabilitation Management of Pediatric Patients With Cerebral Palsy and Mobility Limitations (Phase 2 Trial)

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.

Conditions
Cerebral Palsy
Being tested
Virtual reality
Medical subject headings
Cerebral Palsy

What participants receive

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

  • Virtual realityOther

    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.

Study groups in NCT06100341
Study groupRoleWhat they receive
Head-mounted display (HMD)ExperimentalThe 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).
Receives: Other: Virtual reality
Semi-cave automatic virtual environment (semi-CAVE)ExperimentalThe 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
Receives: Other: Virtual reality

What is being measured

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

  1. 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. Items are rated from 0 to 4, with a minimum score of 0 and a maximum score of 56. Changes are noted to be significant if the Pediatric Balance Scale score improvements are at least 0.79 points for the Pediatric Balance Scale-static scale, 0.96 points for the Pediatric Balance Scale-dynamic scale, and 1.59 points on the Pediatric Balance Scale-total scale.

    Measured: Within one hour after completion of the sixth session

  2. 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.

    Measured: Within one hour after completion of the sixth session

  3. 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

    Measured: Within one hour after completion of the sixth session

  4. Walking speed will be assessed using 10MWT

    The 10-meter walk test (10MWT) assesses the walking speed of a child over a short distance

    Measured: Within one hour after completion of the sixth session

  5. 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

    Measured: Within one hour after completion of the sixth session

  6. 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.

    Measured: Within one hour after completion of the sixth session

  7. 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.

    Measured: Immediately after each intervention, within an hour of completion of the virtual reality game

  8. 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.

    Measured: Immediately after each intervention, within an hour of completion of the virtual reality game

  9. 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.

    Measured: Immediately after each intervention, within an hour of completion of the virtual reality game

Timeline

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

  1. First posted25 Oct 2023
  2. Study start2 Aug 2023
  3. Primary completionDec 2023 (estimated)
  4. Study completionDec 2023 (estimated)

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
Treatment
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
30 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06100341
Sponsor's protocol ID
AXEL0004
Status last verified
Oct 2023
First submitted
27 Sep 2023
Last updated
26 Oct 2023
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No

Publications

  • 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

  • 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

Questions about this trial

What is this clinical trial studying?

A study testing Virtual reality in people with Cerebral Palsy, run by Augmented eXperience E-health Laboratory at 1 site in Philippines.

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 4 inclusion and 7 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: status not confirmed, as of the sponsor's last update on 26 Oct 2023. 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 Philippines. 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?

Results are not available in the source record.

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

Contact Maria Eliza R. Aguila, PhD (+639178212563, mraguila1@up.edu.ph), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Balance will be assessed using Pediatric Balance Scale (time frame: Within one hour after completion of the sixth session). The study lists 9 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 NCT06100341, which also lists 2 linked publications.

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 26 Oct 2023.

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