Virtual Reality TherapyVR-TOMNCT06836310
Effect of Virtual Reality Applied to a Task-Oriented Movement
A study testing Real Performance Task-Oriented Movement and Virtual Reality Task-Oriented Movement in people with Virtual Reality Therapy, run by University of Gaziantep at 1 site in Turkey (Türkiye).
Trial summary
This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Read more about this study
- Who is it for?
- Ages 18 to 30 yearsHealthy volunteers can take part
- Conditions the study is for
- Virtual Reality Therapy
- What is being tested?
- Real Performance Task-Oriented Movement and Virtual Reality Task-Oriented Movement
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 26 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 10 Dec 2023to 25 May 2024
- 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 18 to 30 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- to be over 18 years old,
- volunteering to participate in the study,
- having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).
Who cannot join
- not having an upper extremity injury in the last year,
- the presence of rheumatic disease,
- pregnancy,
- the presence of cervical disc herniation and thoracic outlet syndrome.
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Gaziantep University, Faculty of Sport Sciences
Gaziantep, Şehitkamil, 27350
About this study
Official title: The Effect of Virtual Reality Applied to a Task-Oriented Movement on the Upper Extremity for Healthy Individuals: Cross Over Study
This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Each participant completed a single-session intervention using the Oculus Quest 2 VR system. The study measured Joint Position Sense (JPS), Reaction Time (RT), and Gross Manual Dexterity using standard clinical tests before and after the intervention. The results will help understand how VR-based task-oriented movements influence upper extremity function and whether VR can be effectively used in rehabilitation and sports science applications.
Read the detailed description
This description provides a summary of the key elements of the study protocol, focusing on the design, interventions, and general approach to evaluation. It does not include the full protocol document or detailed assessment procedures, which are available upon request.
This study is a randomized cross-over trial designed to investigate the acute effects of a task-oriented movement-based virtual reality (VR) application on upper extremity functions in healthy individuals. The primary aim is to evaluate the impact of VR-supported movement exercises on joint position sense (JPS), reaction time (RT), and gross manual dexterity.
The research involves 26 healthy participants who were randomly assigned to two intervention sequences:
Real Performance first (f-RP) group: Participants performed task-oriented movements in a real environment on the first day, followed by a VR-based task-oriented movement session on the second day.
Virtual Reality first (f-VR) group: Participants performed VR-based task-oriented movements on the first day, followed by a real environment session on the second day.
Each intervention lasted 10 minutes and included a task-oriented ball-throwing activity, where participants used repetitive wrist and upper limb movements to throw balls into a target pool placed 2 meters away. The VR intervention was delivered using the Oculus Quest 2 head-mounted display, with real-time visual, auditory, and tactile feedback integrated into the application. The real-world intervention matched the VR setup as closely as possible, including chair position, distance to the target, and ball size.
Assessments were conducted immediately before and after each intervention to observe acute effects. The primary focus was on changes in upper extremity functions and neuromuscular responses following task-oriented movements in VR and real environments.
Data were analyzed for within-group and between-group differences, as well as potential carryover and period effects, using parametric statistical methods appropriate for cross-over trials. The results indicated that VR-based task-oriented applications acutely enhanced reaction time and supported hand functions in healthy individuals. JPS measures remained stable across both intervention types, suggesting that VR-created movement perception can closely resemble real-world joint positioning.
These findings contribute to understanding the short-term effects of VR applications on upper extremity functions and support the potential for VR-based interventions in rehabilitation and performance enhancement.
- Conditions
- Virtual Reality Therapy
- Being tested
- Real Performance Task-Oriented Movement, Virtual Reality Task-Oriented Movement
- Keywords
- Virtual reality, upper extremity, reaction time, joint position sense, task-oriented
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Real Performance Task-Oriented MovementBehavioural
Participants performed a task-oriented movement in a real environment by throwing balls into a physical pool for 10 minutes. The movement was designed to engage upper extremity function.
Virtual Reality Task-Oriented MovementBehavioural
Participants performed a task-oriented movement in a virtual environment using the Oculus Quest 2 VR system for 10 minutes. The task involved throwing virtual balls into a virtual pool with real-time feedback.
| Study group | Role | What they receive |
|---|---|---|
| Real Performance First (f-RP) | Experimental | Participants first performed the task-oriented movement in a real environment. On the following day, they completed the same movement using a virtual reality (VR) system (Oculus Quest 2). Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention. Receives: Behavioral: Real Performance Task-Oriented Movement |
| Virtual Reality First (f-VR) | Experimental | Participants first performed the task-oriented movement using a virtual reality (VR) system (Oculus Quest 2). On the following day, they completed the same movement in a real environment. Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention. Receives: Behavioral: Virtual Reality Task-Oriented Movement |
What is being measured
The primary outcome is the main question the study is designed to answer.
Reaction Time (RT) in milliseconds
Reaction time was measured using a mobile application ("Reaction Time Test" app) before and after the intervention. Participants tapped the screen as quickly as possible when a visual stimulus appeared. The average reaction time (in milliseconds) over 25 trials was recorded.
Measured: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Secondary outcomes (1)
Joint Position Sense (JPS) measured in degrees
Joint position sense was evaluated using a universal goniometer for both shoulder and wrist proprioception. Participants were asked to reproduce specific joint angles without visual feedback, and the absolute angular error (in degrees) was recorded.
Measured: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted20 Feb 2025
- Study start10 Dec 2023
- Primary completion25 Jan 2024
- Study completion25 May 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Virtual Reality TherapyStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Basic science
- Allocation
- Randomised
- Intervention model
- Crossover
- Model description
- This study is a randomized crossover trial designed to evaluate the effect of virtual reality (VR) applied to a task-oriented movement on upper extremity functions, reaction time, and proprioception in healthy individuals. Participants were randomly assigned to one of two sequences: f-RP First Group: Performed the task-oriented movement in the real environment first, followed by the VR intervention. f-VR First Group: Performed the task-oriented movement in the VR environment first, followed by the real-world intervention. Each participant experienced both conditions (real and VR) in a different order, allowing a direct comparison of the interventions within the same individual. The crossover design helps control for individual variability by ensuring that each participant serves as their own control. No period effect or carryover effect was observed in the study, confirming the reliability of the crossover model. This model was chosen to better understand how VR-based task-oriente
- Masking
- None (open label)
- Enrolment
- 26 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of Gaziantep
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zarife Pancar, University of Gaziantep
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06836310
- Sponsor's protocol ID
- GAUN-SBF-PANCAR-04
- Acronym
- VR-TOM
- Status last verified
- Feb 2025
- First submitted
- 8 Feb 2025
- Last updated
- 20 Feb 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: De-identified participant data (reaction time, joint position sense, and Box and Block Test scores) will be shared upon reasonable request. Data will be available after study completion for researchers conducting related studies. Requests should be submitted via email to z\_pancar@hotmail.com
Study at a glance
From the registry record, last updated by the sponsor on 20 Feb 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Virtual Reality Applied to a Task-Oriented Movement on the Upper Extremity for Healthy Individuals: Cross Over Study
- ClinicalTrials.gov ID
- NCT06836310
- Acronym / sponsor ID
- VR-TOM / GAUN-SBF-PANCAR-04
- Conditions
- Virtual Reality Therapy
- Keywords
- Virtual reality, upper extremity, reaction time, joint position sense, task-oriented
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 26 participants (actual)
- Lead sponsor
- University of GaziantepUniversity, hospital or other
- Study start
- 10 Dec 2023 (actual)
- Primary completion
- 25 Jan 2024 (actual)
- Study completion
- 25 May 2024 (actual)
- First posted
- 20 Feb 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This study aims to investigate the effect of virtual reality (VR) on upper extremity functions, reaction time, and proprioception in healthy individuals. A randomized crossover design was used, where 26 participants performed a task-oriented movement in both real and virtual environments. Each participant completed a single-session intervention using the Oculus Quest 2 VR system. The study measured Joint Position Sense (JPS), Reaction Time (RT), and Gross Manual Dexterity using standard clinical tests before and after the intervention. The results will help understand how VR-based task-oriented movements influence upper extremity function and whether VR can be effectively used in rehabilitation and sports science applications.
Detailed description
This description provides a summary of the key elements of the study protocol, focusing on the design, interventions, and general approach to evaluation. It does not include the full protocol document or detailed assessment procedures, which are available upon request.
This study is a randomized cross-over trial designed to investigate the acute effects of a task-oriented movement-based virtual reality (VR) application on upper extremity functions in healthy individuals. The primary aim is to evaluate the impact of VR-supported movement exercises on joint position sense (JPS), reaction time (RT), and gross manual dexterity.
The research involves 26 healthy participants who were randomly assigned to two intervention sequences:
Real Performance first (f-RP) group: Participants performed task-oriented movements in a real environment on the first day, followed by a VR-based task-oriented movement session on the second day.
Virtual Reality first (f-VR) group: Participants performed VR-based task-oriented movements on the first day, followed by a real environment session on the second day.
Each intervention lasted 10 minutes and included a task-oriented ball-throwing activity, where participants used repetitive wrist and upper limb movements to throw balls into a target pool placed 2 meters away. The VR intervention was delivered using the Oculus Quest 2 head-mounted display, with real-time visual, auditory, and tactile feedback integrated into the application. The real-world intervention matched the VR setup as closely as possible, including chair position, distance to the target, and ball size.
Assessments were conducted immediately before and after each intervention to observe acute effects. The primary focus was on changes in upper extremity functions and neuromuscular responses following task-oriented movements in VR and real environments.
Data were analyzed for within-group and between-group differences, as well as potential carryover and period effects, using parametric statistical methods appropriate for cross-over trials. The results indicated that VR-based task-oriented applications acutely enhanced reaction time and supported hand functions in healthy individuals. JPS measures remained stable across both intervention types, suggesting that VR-created movement perception can closely resemble real-world joint positioning.
These findings contribute to understanding the short-term effects of VR applications on upper extremity functions and support the potential for VR-based interventions in rehabilitation and performance enhancement.
Study design
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- This study is a randomized crossover trial designed to evaluate the effect of virtual reality (VR) applied to a task-oriented movement on upper extremity functions, reaction time, and proprioception in healthy individuals. Participants were randomly assigned to one of two sequences: f-RP First Group: Performed the task-oriented movement in the real environment first, followed by the VR intervention. f-VR First Group: Performed the task-oriented movement in the VR environment first, followed by the real-world intervention. Each participant experienced both conditions (real and VR) in a different order, allowing a direct comparison of the interventions within the same individual. The crossover design helps control for individual variability by ensuring that each participant serves as their own control. No period effect or carryover effect was observed in the study, confirming the reliability of the crossover model. This model was chosen to better understand how VR-based task-oriente
| Arm | Type | Receives |
|---|---|---|
| Real Performance First (f-RP) | Experimental | Behavioral: Real Performance Task-Oriented MovementParticipants first performed the task-oriented movement in a real environment. On the following day, they completed the same movement using a virtual reality (VR) system (Oculus Quest 2). Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention. |
| Virtual Reality First (f-VR) | Experimental | Behavioral: Virtual Reality Task-Oriented MovementParticipants first performed the task-oriented movement using a virtual reality (VR) system (Oculus Quest 2). On the following day, they completed the same movement in a real environment. Joint Position Sense, Reaction Time, and Gross Manual Dexterity were measured before and after each intervention. |
Who may qualify
- Ages
- 18 to 30 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (3 listed)
- to be over 18 years old,
- volunteering to participate in the study,
- having no upper extremity orthopedic disease (carpal tunnel syndrome, etc.).
Key exclusion criteria (4 listed)
- not having an upper extremity injury in the last year,
- the presence of rheumatic disease,
- pregnancy,
- the presence of cervical disc herniation and thoracic outlet syndrome.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Real Performance Task-Oriented MovementParticipants performed a task-oriented movement in a real environment by throwing balls into a physical pool for 10 minutes. The movement was designed to engage upper extremity function. | Behavioural | Real Performance First (f-RP) |
| Virtual Reality Task-Oriented MovementParticipants performed a task-oriented movement in a virtual environment using the Oculus Quest 2 VR system for 10 minutes. The task involved throwing virtual balls into a virtual pool with real-time feedback. | Behavioural | Virtual Reality First (f-VR) |
Primary outcome
Reaction Time (RT) in milliseconds
Time frame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Reaction time was measured using a mobile application ("Reaction Time Test" app) before and after the intervention. Participants tapped the screen as quickly as possible when a visual stimulus appeared. The average reaction time (in milliseconds) over 25 trials was recorded.
1 secondary outcome
Joint Position Sense (JPS) measured in degrees
Time frame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 20 Feb 2025.
- Individual participant dataSharing planned: Yes. De-identified participant data (reaction time, joint position sense, and Box and Block Test scores) will be shared upon reasonable request. Data will be available after study completion for researchers conducting related studies. Requests should be submitted via email to z_pancar@hotmail.com
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Real Performance Task-Oriented Movement and Virtual Reality Task-Oriented Movement in people with Virtual Reality Therapy, run by University of Gaziantep at 1 site in Turkey (Türkiye).
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 3 inclusion and 4 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 20 Feb 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 Turkey (Türkiye). 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?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
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?
Reaction Time (RT) in milliseconds (time frame: Day 1 (immediately after intervention) and Day 2 (immediately after intervention)). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
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 20 Feb 2025.