StrokeNCT07686952
Effect of Kinect Based Upper Extremity Exergaming on Trunk Control and Postural Stability in Stroke Patients
A study testing Group A and Group B in people with Stroke and Upper Extremity, run by Foundation University Islamabad at 1 site in Pakistan.
Trial summary
This research study aims to evaluate the effectiveness of Kinect-based upper extremity exergaming in improving trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. Read more about this study
- Who is it for?
- Ages 40 years and older
- Conditions the study is for
- Stroke, Upper Extremity, Virtual Reality
- What is being tested?
- Group A and Group B
- Type of treatment
- Surgery or procedure
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 40 participants
- Where
- 1 sitePakistan
- Study dates
- 15 Mar 2025to 15 May 2026
- 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 40 years and older
- All sexes
- No healthy volunteers
- Adult, Older adult
Who may be able to join
- Sub acute and Chronic Stroke (>3 months)
- Both genders
- Age 40 years and above.
- Patient able to stand with eyes close for 10 seconds
- Patient able to understand commands
- TUG more than >20
- UL Fugyl Meyer Score (UL-FMS) < 30/66
Who cannot join
- Patient with history of active Fits and recurrent stroke attacks.
- Patients with neurological disorders other than stroke
- Patient with uncontrolled systemic disorders ( DVT, CABG, IHD, CHD, CPD, pacemaker use)
- Severe Musculoskeletal and orthopedic disorders.
- Patients diagnosed with Psychiatric disorder
- Pain in the hemiplegic shoulder NPRS >4
- Patients with diagnosed vestibular impairment
Trial locations and contacts
1 site in 1 country.
Pakistan1 site
Foundation University College of Physical Therapy
Islamabad, 46000
About this study
This research study aims to evaluate the effectiveness of Kinect-based upper extremity exergaming in improving trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. A randomized controlled trial will be conducted, enrolling 40 participants between the ages of 40 and 60 years, within three months post-stroke. Participants will be randomly allocated into two groups: one group will receive Kinect-based virtual reality upper limb training, while the other will undergo conventional task-oriented upper extremity rehabilitation. Both groups will additionally receive standard physiotherapy as required. The intervention will span eight weeks, comprising three sessions per week, each lasting 30 to 45 minutes. Outcome measures will be assessed at baseline, at the fourth week, and at the conclusion of the eighth week using validated tools including the Trunk Impairment Scale, Postural Assessment Scale for Stroke Patients (PASS), Modified Functional Reach Test, Fugl-Meyer Assessment for Upper Extremity, Wolf Motor Function Test, and Stroke-Specific Quality of Life Scale. By examining the potential cross-regional benefits of upper limb virtual reality-based training on trunk control and postural stability, this study seeks to contribute to the development of evidence-based, technologically integrated rehabilitation protocols for stroke patients.
Read the detailed description
This study investigates the effectiveness of Kinect-based upper extremity exergaming in enhancing trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. Stroke remains one of the leading causes of long-term disability worldwide, contributing significantly to motor impairments and reduced independence in activities of daily living (ADLs). In Pakistan alone, the estimated annual incidence is approximately 250 per 100,000 people, with stroke-related disabilities severely impacting the quality of life in affected individuals. Among the various impairments observed post-stroke, trunk dysfunction and impaired postural control often go unnoticed in clinical practice, yet they play a crucial role in mobility, coordination, and overall functional performance.
The trunk musculature serves as a central stabilizing unit for coordinated upper and lower limb movement. After a stroke, damage to the motor cortex disrupts bilateral innervation to the trunk muscles, leading to reduced anticipatory control, asymmetric posture, delayed muscle activation, and compensatory movement patterns. These impairments, if unaddressed, can limit recovery of independent function and contribute to fall risk. Despite the importance of trunk control, most rehabilitation protocols continue to focus either on upper or lower limb recovery in isolation, neglecting the interdependence between trunk function and limb mobility. Furthermore, postural stability-a predictor of long-term functional independence-also suffers due to compromised core strength, sensory deficits, and neuromuscular incoordination after stroke.
Virtual reality (VR)-based rehabilitation has emerged as a promising tool to address these limitations by offering immersive, task-specific, and repetitive training that engages patients both physically and cognitively. Kinect-based exergaming, in particular, has gained popularity due to its cost-effectiveness, accessibility, and the ability to capture full-body movements without the need for wearable sensors. The Microsoft Xbox Kinect system allows users to interact with games through body motion, providing a novel form of therapy that can be customized to target specific joint movements and muscle groups. When used for upper extremity rehabilitation, many of these exergames indirectly stimulate trunk control through dynamic reaching, weight shifting, and balance-maintaining tasks, thus creating potential for cross-regional therapeutic effects.
The current study will employ a randomized controlled trial design to compare the outcomes of Kinect-based upper extremity exergaming with traditional task-oriented training. A total of 40 participants, aged 40 to 60 years and within three months post-stroke, will be recruited using purposive sampling from the Foundation University College of Physical Therapy and Fauji Foundation Hospital. Participants will be randomly allocated into two groups using a coin toss method. Group A will receive Kinect-based VR training involving specific upper limb exergames such as boxing, table tennis, volleyball, and bowling, while Group B will undergo structured task-oriented upper extremity training involving functional movements like reaching, grasping, and lifting. Both groups will receive additional conventional physiotherapy based on clinical need.
The intervention will span eight weeks, with participants attending three sessions per week, each lasting 30 to 45 minutes. Outcome assessments will be conducted at three time points baseline, week 4, and week 8 using validated tools: Trunk Impairment Scale (TIS) for trunk control, Postural Assessment Scale for Stroke Patients (PASS) and Modified Functional Reach Test (MFRT) for postural stability, Fugl-Meyer Assessment for Upper Extremity (FMA-UE) and Wolf Motor Function Test (WMFT) for upper limb function, and Stroke-Specific Quality of Life Scale (SS-QoL) for overall well-being.
Several studies provide the foundation for this research. Bessa et al. (2020) conducted a randomized controlled trial to evaluate the effect of exergame training on postural balance in chronic stroke patients. The study involved 42 participants and used games designed primarily for balance training. The results demonstrated significant improvement in postural control among the experimental group, affirming that interactive gaming environments can enhance dynamic stability. However, this study focused on lower-limb and core engagement and did not investigate cross-regional effects initiated by upper extremity movements, which my study aims to address.
Another relevant study by El-Kafy et al. (2021) explored the benefits of combining virtual reality-based therapy with conventional upper limb rehabilitation in stroke patients. The researchers observed substantial improvement in upper limb function among patients who received the combined treatment compared to those who underwent conventional therapy alone. The study, however, faced limitations due to small sample size and high dropout rates caused by the COVID-19 pandemic. Moreover, it did not evaluate outcomes related to trunk control or postural stability, leaving a gap in understanding the broader effects of VR interventions.
A third study by Khallaf (2020) investigated the impact of task-specific training on trunk control and balance in individuals with subacute stroke. This study highlighted that targeted trunk training can significantly improve sitting balance and posture; however, it did not examine whether improvements in upper limb activity could also translate into better trunk performance. It also excluded upper extremity assessment entirely, thereby underscoring the need for integrated protocols that examine cross-functional outcomes.
From these insights from these three studies, this research aims to explore whether upper extremity-focused VR training can stimulate improvements beyond the limb itself-particularly in trunk control and postural stability. Kinect-based training requires patients to maintain upright posture, shift weight dynamically, and reach across their base of support, thus activating the core muscles responsible for balance and trunk alignment. Over time, such repetitive and interactive movements may enhance both anticipatory and reactive postural control, which are essential for functional independence.
This study aims to fill a critical gap in stroke rehabilitation research by assessing whether engaging and affordable technologies like Kinect can deliver not only targeted upper limb recovery but also broader benefits to trunk control and postural stability. If successful, the findings will support the integration of virtual reality-based interventions into standard clinical practice, especially in resource-constrained settings. This approach may lead to more holistic, motivating, and patient-centered rehabilitation strategies that significantly enhance the quality of life in stroke survivors.
- Conditions
- Stroke, Upper Extremity, Virtual Reality
- Being tested
- Group A, Group B
- Keywords
- Upper Extremity, Kinect, Exergaming, Trunk Control, Postural Stability, Stroke Patients
- Medical subject headings
- Stroke
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Group AProcedure or surgery
The exergames include:
- Boxing: Involves bilateral upper limb movements such as punching, blocking, and arm elevation, requiring shoulder flexion/extension, elbow flexion/extension, wrist motion, and trunk rotation.
- Bowling: Involves reaching to one side, grasping, and swinging the arm forward with balance control and anticipatory trunk adjustments.
- Table Tennis: Requires quick arm movements, shoulder internal/external rotation, elbow flexion, forearm supination, and wrist coordination, with trunk stabilization during rapid directional shifts.
- Bubbles in Space: Involves flapping arms, reaching upward and laterally, simulating a zero-gravity environment. Participants must maintain arm elevation and trunk symmetry to "pop" virtual bubbles floating across the screen.
- Volleyball: Involves tossing and hitting motions with one or both arms, requiring coordinated trunk rotation and controlled postural reactions.
Group BProcedure or surgery
- Reaching for an item on a high shelf: Promotes shoulder flexion and trunk extension.
- Throwing a ball toward the therapist: Involves shoulder external rotation, elbow extension, and trunk rotation.
- Picking up a cup from a table and bringing it to the mouth: Simulates eating or drinking tasks and promotes hand-to-mouth coordination.
- Reaching across the body to grab an object: Requires shoulder adduction, trunk rotation, and balance control.
- Lifting an object from the floor and placing it on a table: Integrates trunk flexion with controlled upper limb lifting and placement.
| Study group | Role | What they receive |
|---|---|---|
| Kinect-Based Upper Extremity Exergaming | Experimental | Each session includes a 5-minute warm-up, 35 minutes of active gameplay (combination of selected exergames), and a 5-minute cool-down period. Sessions occur three times per week for eight weeks, totaling 24 supervised sessions. The complexity and intensity of the games are progressively adjusted based on the participant's functional ability. Cuff weights (½ kg to 1 kg) are introduced from week 5 onwards to increase resistance and promote strength gains. Participants progress through predefined game levels, beginning with basic motor tasks and advancing to more complex, multijoint coordination activities. Receives: Procedure: Group A |
| Task oriented exercises | Active comparator | The training protocol is delivered three times per week for eight weeks, matching the frequency and duration of Arm A. Each session lasts 45 minutes, including a warm-up and rest periods. Each task is repeated for 10-15 repetitions per set, with two sets per task, and modified based on the participant's ability and fatigue level. From week 5 onwards, light cuff weights (½ to 1 kg) are incorporated to challenge muscle endurance and strength. All exercises are demonstrated by the therapist before practice, and patients are encouraged to perform them with minimal compensation and maximal control. Receives: Procedure: Group B |
What is being measured
The primary outcome is the main question the study is designed to answer.
Trunk control
Trunk Impairment Scale was used to measure trunk control.
- 0-7 points: Severe impairment of trunk control.
- 8-16 points: Moderate impairment of trunk control.
- 17-23 points: Mild or no impairment of trunk control.
Measured: 8 weeks
Trunk Control
Modified Functional Reach test
- 15.2 to 17.8 cm limited functional balance and an elevated risk of falling
- 25.4 cm Healthy Independent, no fall risk
Measured: 8 weeks
Postural Stability
Postural Assessment Scale for Stroke Patients (PASS)
- 0 = Unable to perform the task.
- 1 = Requires substantial assistance.
- 2 = Requires minimal assistance.
- 3 = Can perform the task independently.
- Total Score Range: 0 to 36 points (higher scores indicate better postural control).
Measured: 8 weeks
Upper Extremity function
Fugyl Meyer Scale (FMA -UE)
- 0-19 points: Severe impairment
- 20-47 points: Moderate impairment
- 48-66 points: Mild impairment or near-normal function
Measured: 8 weeks
Upper Extremity function
Wolf Motor Function test
- 0-25: Severe impairment
- 26-50: Moderate impairment
- 51-75: Mild to no impairment
Measured: 8 weeks
Quality of life of patients
Stroke-Specific Quality of Life Scale (SS-QoL) Scores range from 49 (worst) to 245 (best).
Measured: 8 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted7 Jul 2026
- Study start15 Mar 2025
- Primary completion10 May 2026
- Study completion15 May 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for StrokeStudies 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
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 40 participants (actual)
Sponsor and investigators
- Lead sponsor
- Foundation University Islamabad
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07686952
- Sponsor's protocol ID
- FUI/CTR/2025/06
- Status last verified
- Jun 2026
- First submitted
- 30 Jun 2026
- Last updated
- 7 Jul 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 7 Jul 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Kinect Based Upper Extremity Exergaming on Trunk Control and Postural Stability in Stroke Patients
- ClinicalTrials.gov ID
- NCT07686952
- Acronym / sponsor ID
- FUI/CTR/2025/06
- Conditions
- Stroke, Upper Extremity, Virtual Reality
- Keywords
- Upper Extremity, Kinect, Exergaming, Trunk Control, Postural Stability, Stroke Patients
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 40 participants (actual)
- Lead sponsor
- Foundation University IslamabadUniversity, hospital or other
- Study start
- 15 Mar 2025 (actual)
- Primary completion
- 10 May 2026 (actual)
- Study completion
- 15 May 2026 (actual)
- First posted
- 7 Jul 2026 (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 research study aims to evaluate the effectiveness of Kinect-based upper extremity exergaming in improving trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. A randomized controlled trial will be conducted, enrolling 40 participants between the ages of 40 and 60 years, within three months post-stroke. Participants will be randomly allocated into two groups: one group will receive Kinect-based virtual reality upper limb training, while the other will undergo conventional task-oriented upper extremity rehabilitation. Both groups will additionally receive standard physiotherapy as required. The intervention will span eight weeks, comprising three sessions per week, each lasting 30 to 45 minutes. Outcome measures will be assessed at baseline, at the fourth week, and at the conclusion of the eighth week using validated tools including the Trunk Impairment Scale, Postural Assessment Scale for Stroke Patients (PASS), Modified Functional Reach Test, Fugl-Meyer Assessment for Upper Extremity, Wolf Motor Function Test, and Stroke-Specific Quality of Life Scale. By examining the potential cross-regional benefits of upper limb virtual reality-based training on trunk control and postural stability, this study seeks to contribute to the development of evidence-based, technologically integrated rehabilitation protocols for stroke patients.
Detailed description
This study investigates the effectiveness of Kinect-based upper extremity exergaming in enhancing trunk control, postural stability, upper limb function, and quality of life among individuals recovering from stroke. Stroke remains one of the leading causes of long-term disability worldwide, contributing significantly to motor impairments and reduced independence in activities of daily living (ADLs). In Pakistan alone, the estimated annual incidence is approximately 250 per 100,000 people, with stroke-related disabilities severely impacting the quality of life in affected individuals. Among the various impairments observed post-stroke, trunk dysfunction and impaired postural control often go unnoticed in clinical practice, yet they play a crucial role in mobility, coordination, and overall functional performance.
The trunk musculature serves as a central stabilizing unit for coordinated upper and lower limb movement. After a stroke, damage to the motor cortex disrupts bilateral innervation to the trunk muscles, leading to reduced anticipatory control, asymmetric posture, delayed muscle activation, and compensatory movement patterns. These impairments, if unaddressed, can limit recovery of independent function and contribute to fall risk. Despite the importance of trunk control, most rehabilitation protocols continue to focus either on upper or lower limb recovery in isolation, neglecting the interdependence between trunk function and limb mobility. Furthermore, postural stability-a predictor of long-term functional independence-also suffers due to compromised core strength, sensory deficits, and neuromuscular incoordination after stroke.
Virtual reality (VR)-based rehabilitation has emerged as a promising tool to address these limitations by offering immersive, task-specific, and repetitive training that engages patients both physically and cognitively. Kinect-based exergaming, in particular, has gained popularity due to its cost-effectiveness, accessibility, and the ability to capture full-body movements without the need for wearable sensors. The Microsoft Xbox Kinect system allows users to interact with games through body motion, providing a novel form of therapy that can be customized to target specific joint movements and muscle groups. When used for upper extremity rehabilitation, many of these exergames indirectly stimulate trunk control through dynamic reaching, weight shifting, and balance-maintaining tasks, thus creating potential for cross-regional therapeutic effects.
The current study will employ a randomized controlled trial design to compare the outcomes of Kinect-based upper extremity exergaming with traditional task-oriented training. A total of 40 participants, aged 40 to 60 years and within three months post-stroke, will be recruited using purposive sampling from the Foundation University College of Physical Therapy and Fauji Foundation Hospital. Participants will be randomly allocated into two groups using a coin toss method. Group A will receive Kinect-based VR training involving specific upper limb exergames such as boxing, table tennis, volleyball, and bowling, while Group B will undergo structured task-oriented upper extremity training involving functional movements like reaching, grasping, and lifting. Both groups will receive additional conventional physiotherapy based on clinical need.
The intervention will span eight weeks, with participants attending three sessions per week, each lasting 30 to 45 minutes. Outcome assessments will be conducted at three time points baseline, week 4, and week 8 using validated tools: Trunk Impairment Scale (TIS) for trunk control, Postural Assessment Scale for Stroke Patients (PASS) and Modified Functional Reach Test (MFRT) for postural stability, Fugl-Meyer Assessment for Upper Extremity (FMA-UE) and Wolf Motor Function Test (WMFT) for upper limb function, and Stroke-Specific Quality of Life Scale (SS-QoL) for overall well-being.
Several studies provide the foundation for this research. Bessa et al. (2020) conducted a randomized controlled trial to evaluate the effect of exergame training on postural balance in chronic stroke patients. The study involved 42 participants and used games designed primarily for balance training. The results demonstrated significant improvement in postural control among the experimental group, affirming that interactive gaming environments can enhance dynamic stability. However, this study focused on lower-limb and core engagement and did not investigate cross-regional effects initiated by upper extremity movements, which my study aims to address.
Another relevant study by El-Kafy et al. (2021) explored the benefits of combining virtual reality-based therapy with conventional upper limb rehabilitation in stroke patients. The researchers observed substantial improvement in upper limb function among patients who received the combined treatment compared to those who underwent conventional therapy alone. The study, however, faced limitations due to small sample size and high dropout rates caused by the COVID-19 pandemic. Moreover, it did not evaluate outcomes related to trunk control or postural stability, leaving a gap in understanding the broader effects of VR interventions.
A third study by Khallaf (2020) investigated the impact of task-specific training on trunk control and balance in individuals with subacute stroke. This study highlighted that targeted trunk training can significantly improve sitting balance and posture; however, it did not examine whether improvements in upper limb activity could also translate into better trunk performance. It also excluded upper extremity assessment entirely, thereby underscoring the need for integrated protocols that examine cross-functional outcomes.
From these insights from these three studies, this research aims to explore whether upper extremity-focused VR training can stimulate improvements beyond the limb itself-particularly in trunk control and postural stability. Kinect-based training requires patients to maintain upright posture, shift weight dynamically, and reach across their base of support, thus activating the core muscles responsible for balance and trunk alignment. Over time, such repetitive and interactive movements may enhance both anticipatory and reactive postural control, which are essential for functional independence.
This study aims to fill a critical gap in stroke rehabilitation research by assessing whether engaging and affordable technologies like Kinect can deliver not only targeted upper limb recovery but also broader benefits to trunk control and postural stability. If successful, the findings will support the integration of virtual reality-based interventions into standard clinical practice, especially in resource-constrained settings. This approach may lead to more holistic, motivating, and patient-centered rehabilitation strategies that significantly enhance the quality of life in stroke survivors.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Kinect-Based Upper Extremity Exergaming | Experimental | Procedure: Group AEach session includes a 5-minute warm-up, 35 minutes of active gameplay (combination of selected exergames), and a 5-minute cool-down period. Sessions occur three times per week for eight weeks, totaling 24 supervised sessions. The complexity and intensity of the games are progressively adjusted based on the participant's functional ability. Cuff weights (½ kg to 1 kg) are introduced from week 5 onwards to increase resistance and promote strength gains. Participants progress through predefined game levels, beginning with basic motor tasks and advancing to more complex, multijoint coordination activities. |
| Task oriented exercises | Active comparator | Procedure: Group BThe training protocol is delivered three times per week for eight weeks, matching the frequency and duration of Arm A. Each session lasts 45 minutes, including a warm-up and rest periods. Each task is repeated for 10-15 repetitions per set, with two sets per task, and modified based on the participant's ability and fatigue level. From week 5 onwards, light cuff weights (½ to 1 kg) are incorporated to challenge muscle endurance and strength. All exercises are demonstrated by the therapist before practice, and patients are encouraged to perform them with minimal compensation and maximal control. |
Who may qualify
- Ages
- 40 years and older
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (7 listed)
- Sub acute and Chronic Stroke (>3 months)
Key exclusion criteria (7 listed)
- Patient with history of active Fits and recurrent stroke attacks.
- Patients with neurological disorders other than stroke
- Patient with uncontrolled systemic disorders ( DVT, CABG, IHD, CHD, CPD, pacemaker use)
- Severe Musculoskeletal and orthopedic disorders.
- Patients diagnosed with Psychiatric disorder
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 |
|---|---|---|
| Group AThe exergames include: * Boxing: Involves bilateral upper limb movements such as punching, blocking, and arm elevation, requiring shoulder flexion/extension, elbow flexion/extension, wrist motion, and trunk rotation. * Bowling: Involves reaching to one side, grasping, and swinging the arm forward with balance control and anticipatory trunk adjustments. * Table Tennis: Requires quick arm movements, shoulder internal/external rotation, elbow flexion, forearm supination, and wrist coordination, with trunk stabilization during rapid directional shifts. * Bubbles in Space: Involves flapping arms, reaching upward and laterally, simulating a zero-gravity environment. Participants must maintain arm elevation and trunk symmetry to "pop" virtual bubbles floating across the screen. * Volleyball: Involves tossing and hitting motions with one or both arms, requiring coordinated trunk rotation and controlled postural reactions. | Procedure or surgery | Kinect-Based Upper Extremity Exergaming |
| Group B* Reaching for an item on a high shelf: Promotes shoulder flexion and trunk extension. * Throwing a ball toward the therapist: Involves shoulder external rotation, elbow extension, and trunk rotation. * Picking up a cup from a table and bringing it to the mouth: Simulates eating or drinking tasks and promotes hand-to-mouth coordination. * Reaching across the body to grab an object: Requires shoulder adduction, trunk rotation, and balance control. * Lifting an object from the floor and placing it on a table: Integrates trunk flexion with controlled upper limb lifting and placement. | Procedure or surgery | Task oriented exercises |
Primary outcome
Trunk control
Time frame: 8 weeks
Trunk Impairment Scale was used to measure trunk control. * 0-7 points: Severe impairment of trunk control. * 8-16 points: Moderate impairment of trunk control. * 17-23 points: Mild or no impairment of trunk control.
Trunk Control
Time frame: 8 weeks
Modified Functional Reach test * 15.2 to 17.8 cm limited functional balance and an elevated risk of falling * 25.4 cm Healthy Independent, no fall risk
Postural Stability
Time frame: 8 weeks
Postural Assessment Scale for Stroke Patients (PASS) * 0 = Unable to perform the task. * 1 = Requires substantial assistance. * 2 = Requires minimal assistance. * 3 = Can perform the task independently. * Total Score Range: 0 to 36 points (higher scores indicate better postural control).
Upper Extremity function
Time frame: 8 weeks
Fugyl Meyer Scale (FMA -UE) * 0-19 points: Severe impairment * 20-47 points: Moderate impairment * 48-66 points: Mild impairment or near-normal function
Upper Extremity function
Time frame: 8 weeks
Wolf Motor Function test * 0-25: Severe impairment * 26-50: Moderate impairment * 51-75: Mild to no impairment
Quality of life of patients
Time frame: 8 weeks
Stroke-Specific Quality of Life Scale (SS-QoL) Scores range from 49 (worst) to 245 (best).
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 7 Jul 2026.
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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 Group A and Group B in people with Stroke and Upper Extremity, run by Foundation University Islamabad at 1 site in Pakistan.
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 7 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: finished, as of the sponsor's last update on 7 Jul 2026. 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 Pakistan. 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?
Trunk control (time frame: 8 weeks). The study lists 6 primary outcomes in all. 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 7 Jul 2026.