StrokeRISP3NCT02912923
Reaching in Stroke 3rd Phase
A study testing Visual + Force Feedback and Visual + Force + Game Scores Feedback in people with Stroke, run by University of British Columbia at 1 site in Canada.
Trial summary
The project targets stroke survivors to investigate the effect of augmented feedback (using robotic force cues and visual feedback) and rewards (game scores), on their upper limb reaching patterns and trunk compensatory movements Read more about this study
- Who is it for?
- Ages 19 years and older
- Conditions the study is for
- Stroke
- What is being tested?
- Visual + Force Feedback and Visual + Force + Game Scores Feedback
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 23 participants
- Where
- 1 siteCanada
- Study dates
- 14 Sep 2016to 8 Dec 2016
- 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 19 years and older
- All sexes
- No healthy volunteers
- Adult, Older adult
Who may be able to join
- At least 19 years old
- Hemiplegia as a result of a non-traumatic cerebral stroke (ischaemic or hemorrhagic)
- Stroke occurred at least 3 months prior to study
- Ability to understand/follow directions and answer questions in English
- Ability to maintain a sitting position in a standard office chair without arm rests, independently or with minimal supervision, for 1.5 hours.
- Have the ability to perform the following movement several times with their weak arm (while seated): move their hand to their hip (on the same side as the weak arm), it's OK if they use their trunk to help themselves, and from that point of flexion moving it forward (without touching their thigh) to touch their knee (on the same side as the weak arm). They should be able to do this movement without any help from their strong hand.
Who cannot join
- Upper limb orthopaedic surgery in the past 3 months
- Shoulder subluxation or significant shoulder pain
- Trunk pain
- Other orthopaedic or neurological conditions affecting the arm or trunk
- Severe uncorrected visual impairment that could prevent participants from completing the task
Trial locations and contacts
1 site in 1 country.
Canada1 site
University of British Columbia
Vancouver, British Columbia, V6T 1Z4
About this study
Official title: Reducing Compensatory Movements in Stroke Therapy Through the Use of Robotic Devices and Augmented Feedback, 3rd Phase
The project targets stroke survivors to investigate the effect of augmented feedback (using robotic force cues and visual feedback) and rewards (game scores), on their upper limb reaching patterns and trunk compensatory movements
Read the detailed description
Purpose:
For stroke survivors, the use of compensatory movements can lead to a reduction of range of motion, pain, and a pattern of "learned non-use". A common compensatory movement present during upper limb reaching is trunk displacement. Although this motion has been identified as an important one to be reduced, few strategies for addressing this problem have been considered. The existing strategies require physical restraint of the person to the back of a chair, making them undesirable for use in unsupervised therapy. As a result, there is a current need for alternate methods that promote the use of correct movement patterns both in the clinic and in the home. In this sense, technology can act as an enabler to create new ways of reducing trunk compensation. Still, there is a gap in the literature as trunk compensation has only been investigated as a secondary theme in robotic and computer-aided rehabilitation.
Consequently, in this project the investigators will look into the reduction of trunk compensation using robotic devices and commercially available technology, to enable a focus on the quality of the movements in unsupervised therapy. The potential results from this project could later be applied and generalized to other modes of compensation in stroke and other neurological disabled populations.
Objective:
The objective is to demonstrate that feedback cues and rewards (game scores) could be used to reduce trunk compensatory movements in unsupervised therapy.
Research Questions:
Will the use of visual+force feedback and the use of visual+force+game scores feedback reduce trunk compensation?
Will one of these feedback modalities (visual+force vs. visual+force+game scores) be more effective in reducing trunk compensation?
Equipment:
- 1 Kinect (Microsoft, Inc.) markerless motion capture system.
- 2 Kinova Jaco assistive robotic arms. These devices are used to assist disabled people on daily tasks. The arms are designed for safe interaction (low forces) with the user.
- 1 Desktop computer and a monitor to deliver the visual feedback.
Method:
The investigators will implement the force feedback cues using two Kinova Jaco robotic devices to deliver them. The force feedback cues will be provided as resistance to move the robots' handles. These cues will be applied when the user moves outside a certain error band, based on a "normal" reaching pattern. In addition, the magnitude of the cue will be proportional to the magnitude of trunk compensation. The visual cues will be implemented using a monitor to display two cursors (empty circles) that will represent the participant's hands, and the circles will fill with red ink as the user starts to compensate. As the magnitude of compensation increases, the amount of red ink will gradually increase to indicate the level at which the user is compensating. For the game scores, the participant will be rewarded with more points when less compensation is exhibited, or with less points when an increased level of compensation is measured. .
In the study, the investigators will compare the combination of visual+force feedback vs. visual+force+game scores feedback.
The goal of this approach is to investigate whether using compensatory motions to affect the outcome of the game scores would lead to a further reduction of these movements when compared to only receiving feedback about the movement pattern without attaching a reward to it. This approach will follow an operant conditioning strategy to attempt to change the subject's behaviour when performing unrestrained bimanual exercises.
Summary of Procedures:
(Total Time: 2-2.5 hours):
- Participants will be recruited.
- Introduce the study and equipment. Participants will be asked to inform the investigator if they feel uncomfortable or fatigued at any point during the experiment, and will be given as many breaks as needed.
- Ask participants to fill out consent forms, or if their unable to provide consent due to their health condition, their caregivers/guardians will provide consent and the subject will provide assent.
- Participant will fill out a background questionnaire and a registered physical therapist will conduct a clinical assessment based on recognized impairment scales (Fugl-Meyer Upper Extremity Assessment and Reaching Performance Scale) to use the scores as a baseline for the comparisons that will be performed in the statistical analyses at the end of this phase. The Reaching performance Scale requires the use of video recording of the assessment for scoring. If the participant wants to know their clinical assessment results, at the end of the session, the therapist will provide a photocopy of the results, and will give the participant and explanation of these results and answer any questions that the participant may have about these scales. In the case of the Reaching Performance Scale as the scoring is done after the study, the participant could receive their scores at a later date via a telephone call.
- All the study sessions will be conducted at the University of British Columbia (UBC) Point Grey Campus. During the test, the participants will be asked to interact with a computer through the use of the following input technologies: 2 Jaco Kinova robotic arms and a Microsoft Kinect. Using these technologies, the participants will perform bimanual symmetric movements with their arms/ hands to control a simple cursor/target videogame. The Kinect will measure the participant's movement as data points for every joint, no video will be recorded. The robotic devices will be used to record the hands' movements and will increase their resistance to be moved based on the level of trunk compensation of the participant. The monitor will be used to provide visual feedback about the participant's trunk compensation and to display the target game and game scores.
- Ask participants to sit in a chair and adjust footrest to have their feet fully supported, their knees at a 90 degree angle, and their back against the chair.
- Ask participants to hold on to the handles of the two robotic devices.
- In case participants are not able to hold the handle due to hand weakness, an adjustable fabric and elastic strap will be fitted around their palm to hold the hand on top of the handle.
- The maximum force that the user can produce to push the robots will be measured by reading the robot's sensors.
- Ask the participant to perform a series of unimanual reaches to calibrate the system based on the participant's arm's length.
- Ask participant to perform 5 practice bimanual reaches to become familiar with the system and the motion mapping.
- Ask participant to perform 15 baseline (no feedback) bimanual reaches to measure their trunk compensation. The investigators will use the value of average trunk compensation to set the error bands for the visual and force feedback.
- Ask participant to perform 5 practice bimanual reaches to become familiar with either the visual+force feedback, or the visual+force+game scores (depending on the randomization of subjects).
- Ask the participant to perform 60 trials of bimanual reaches to 1 target at knee height with arms fully extended. Participants will receive visual feedback about their compensation and their accumulated game scores through the computer's monitor, and as increased resistance to move of the robots.
- The participant will be able to rest between targets if requested. In addition there will be 1 minute rests after every 15 targets.
- The participant will perform 15 reaches without any feedback (Post measurement)
- The participants will have 5 minutes of break before starting the second feedback condition.
- Repeat steps 14, 15 and 16, but with the other type of feedback (visual+force, or visual+force+game scores).
- A note taker will record the occurrence of obstacles encountered by the participants during the study.
- The motion tracking data and assessment videos will be saved on a computer file, backed up on a UBC-based file server and on optical media.
- At the end of the session the participant will answer a usability questionnaire.
- The data from the note taker, motion logs, assessment videos and questionnaires will be used to conduct a quantitative and qualitative analysis to gain further insight into how augmented feedback can reduce compensatory trunk movements, and the ease of use and functionality of the system. All the data will be identified using participants' numbers.
- The video recordings will be erased/destroyed 5 years after publication of results.
Study Design:
The investigators will follow a within-subjects crossover design with the independent variable being the feedback type and the levels will be: visual+force feedback and visual+force+game scores. The primary dependent variable will be the measure of trunk compensation.
The investigators will follow a counterbalanced strategy to reduce the carryover effects from performing the two conditions in a certain order. Data collection will include motion log files, scores from the game, discussions with participants and exit surveys.
- Conditions
- Stroke
- Being tested
- Visual + Force Feedback, Visual + Force + Game Scores Feedback
- Keywords
- Stroke, Rehabilitation Robotics, Bimanual, Compensatory Movements, Hemiplegia, Kinematics, Reaching, Trunk
- Medical subject headings
- Stroke, Hemiplegia
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Visual + Force FeedbackOther
Visual Feedback- Monitor displays two cursors that will represent the participant's hands, the cursors will fill with red ink as the user starts to compensate outside a "normal" error band. The amount of ink will increase proportionally to the magnitude of trunk compensation.
Force Feedback- Cues will be provided as resistance to move the robots' handles. These cues will be applied when the user moves outside a "normal" error band. The magnitude of the cue will be proportional to the magnitude of trunk compensation.
Visual + Force + Game Scores FeedbackOther
Visual Feedback- Monitor displays two cursors that will represent the participant's hands, the cursors will fill with red ink as the user starts to compensate outside a "normal" error band. The amount of ink will increase proportionally to the magnitude of trunk compensation.
Force Feedback- Cues will be provided as resistance to move the robots' handles. These cues will be applied when the user moves outside a "normal" error band. The magnitude of the cue will be proportional to the magnitude of trunk compensation.
Game Scores- Numerical score displayed next to the cursors. The participant will be rewarded with more points when less compensation is exhibited, or with less points when an increased level of compensation is measured.
| Study group | Role | What they receive |
|---|---|---|
| Start with Visual + Force | Experimental | Participants will complete a set of trials while receiving Visual + Force Feedback. After finishing, participants will continue to a new set of trials while receiving Visual + Force + Game Scores Feedback. Receives: Other: Visual + Force Feedback; Other: Visual + Force + Game Scores Feedback |
| Start with Visual + Force + Game Scores | Experimental | Participants will complete a set of trials while receiving Visual + Force + Game Scores Feedback. After finishing, participants will continue to a new set of trials while receiving Visual + Force Feedback. Receives: Other: Visual + Force Feedback; Other: Visual + Force + Game Scores Feedback |
What is being measured
The primary outcome is the main question the study is designed to answer.
Change in Anterior Trunk Displacement
This movement is defined as the displacement of the "spine shoulder" joint of the Kinect skeleton in the Z (depth) direction.The average of the magnitude of the anterior trunk displacement will be taken during the baseline (no feedback), visual+force feedback, post visual+force feedback (no feedback), visual+force+game scores feedback, and post visual+force+game scores feedback (no feedback) conditions, to assess if there is any change in the amount of trunk compensation employed by participants.
Measured: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)
Secondary outcomes (6)
Fugl-Meyer Upper Extremity Assessment
Measured: Baseline
Reaching Performance Scale
Measured: Baseline
Post-Test Questionnaire
A questionnaire that includes Likert questions to investigate the usability of the system and the experience of the user with the two feedback types.
Measured: 1 day (at the end of study session)
Body joint's position data
Three dimensional position in millimeters of the body joints captured by the motion tracking camera while participants reach forward.
Measured: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)
Hands' position data from the robotic devices
Three dimensional position in millimeters of the participants' hands captured by the robotic devices while participants reach forward.
Measured: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)
Time to complete reach
Duration in seconds of the participants' reaching movements. Three dimensional position in millimeters of the body joints captured by the motion tracking camera while participants reach forward.
Measured: up to 30 seconds
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted23 Sep 2016 (estimated)
- Study start14 Sep 2016
- Primary completion8 Dec 2016
- Study completion8 Dec 2016
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for StrokeStudies of the same condition, open and under way.
- More trials run by University of British ColumbiaThe sponsor's other registered studies.
- 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
- Other
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Enrolment
- 23 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of British Columbia
- Sponsor type
- University, hospital or other
- Collaborators
- Networks of Centres of Excellence of Canada, Natural Sciences and Engineering Research Council, Canada, UBC Faculty of Graduate and Postdoctoral Studies
- Responsible party
- Principal investigator, Hendrik F. Machiel Van der Loos, University of British Columbia
- Investigators
- Machiel Van Der Loos, PhD, Principal investigator, The University of British Columbia- Associate Professor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT02912923
- Sponsor's protocol ID
- H14-01485
- Acronym
- RISP3
- Status last verified
- Mar 2017
- First submitted
- 14 Sep 2016
- Last updated
- 4 Apr 2017
- Results posted
- No
- Data monitoring committee
- No
- Individual data sharing
- No
Publications
Valdes BA, Van der Loos HFM. Biofeedback vs. game scores for reducing trunk compensation after stroke: a randomized crossover trial. Top Stroke Rehabil. 2018 Mar;25(2):96-113. doi: 10.1080/10749357.2017.1394633. Epub 2017 Oct 27.
PubMed 29078743
Study at a glance
From the registry record, last updated by the sponsor on 4 Apr 2017. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Reducing Compensatory Movements in Stroke Therapy Through the Use of Robotic Devices and Augmented Feedback, 3rd Phase
- ClinicalTrials.gov ID
- NCT02912923
- Acronym / sponsor ID
- RISP3 / H14-01485
- Conditions
- Stroke
- Keywords
- Stroke, Rehabilitation Robotics, Bimanual, Compensatory Movements, Hemiplegia, Kinematics, Reaching, Trunk
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 23 participants (actual)
- Lead sponsor
- University of British ColumbiaUniversity, hospital or other
- Collaborators
- Networks of Centres of Excellence of Canada, Natural Sciences and Engineering Research Council, Canada, UBC Faculty of Graduate and Postdoctoral Studies
- Study start
- 14 Sep 2016 (actual)
- Primary completion
- 8 Dec 2016 (actual)
- Study completion
- 8 Dec 2016 (actual)
- First posted
- 23 Sep 2016 (estimated)
- 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.
The project targets stroke survivors to investigate the effect of augmented feedback (using robotic force cues and visual feedback) and rewards (game scores), on their upper limb reaching patterns and trunk compensatory movements
Detailed description
Purpose:
For stroke survivors, the use of compensatory movements can lead to a reduction of range of motion, pain, and a pattern of "learned non-use". A common compensatory movement present during upper limb reaching is trunk displacement. Although this motion has been identified as an important one to be reduced, few strategies for addressing this problem have been considered. The existing strategies require physical restraint of the person to the back of a chair, making them undesirable for use in unsupervised therapy. As a result, there is a current need for alternate methods that promote the use of correct movement patterns both in the clinic and in the home. In this sense, technology can act as an enabler to create new ways of reducing trunk compensation. Still, there is a gap in the literature as trunk compensation has only been investigated as a secondary theme in robotic and computer-aided rehabilitation.
Consequently, in this project the investigators will look into the reduction of trunk compensation using robotic devices and commercially available technology, to enable a focus on the quality of the movements in unsupervised therapy. The potential results from this project could later be applied and generalized to other modes of compensation in stroke and other neurological disabled populations.
Objective:
The objective is to demonstrate that feedback cues and rewards (game scores) could be used to reduce trunk compensatory movements in unsupervised therapy.
Research Questions:
Will the use of visual+force feedback and the use of visual+force+game scores feedback reduce trunk compensation?
Will one of these feedback modalities (visual+force vs. visual+force+game scores) be more effective in reducing trunk compensation?
Equipment:
- 1 Kinect (Microsoft, Inc.) markerless motion capture system.
- 2 Kinova Jaco assistive robotic arms. These devices are used to assist disabled people on daily tasks. The arms are designed for safe interaction (low forces) with the user.
- 1 Desktop computer and a monitor to deliver the visual feedback.
Method:
The investigators will implement the force feedback cues using two Kinova Jaco robotic devices to deliver them. The force feedback cues will be provided as resistance to move the robots' handles. These cues will be applied when the user moves outside a certain error band, based on a "normal" reaching pattern. In addition, the magnitude of the cue will be proportional to the magnitude of trunk compensation. The visual cues will be implemented using a monitor to display two cursors (empty circles) that will represent the participant's hands, and the circles will fill with red ink as the user starts to compensate. As the magnitude of compensation increases, the amount of red ink will gradually increase to indicate the level at which the user is compensating. For the game scores, the participant will be rewarded with more points when less compensation is exhibited, or with less points when an increased level of compensation is measured. .
In the study, the investigators will compare the combination of visual+force feedback vs. visual+force+game scores feedback.
The goal of this approach is to investigate whether using compensatory motions to affect the outcome of the game scores would lead to a further reduction of these movements when compared to only receiving feedback about the movement pattern without attaching a reward to it. This approach will follow an operant conditioning strategy to attempt to change the subject's behaviour when performing unrestrained bimanual exercises.
Summary of Procedures:
(Total Time: 2-2.5 hours):
- Participants will be recruited.
- Introduce the study and equipment. Participants will be asked to inform the investigator if they feel uncomfortable or fatigued at any point during the experiment, and will be given as many breaks as needed.
- Ask participants to fill out consent forms, or if their unable to provide consent due to their health condition, their caregivers/guardians will provide consent and the subject will provide assent.
- Participant will fill out a background questionnaire and a registered physical therapist will conduct a clinical assessment based on recognized impairment scales (Fugl-Meyer Upper Extremity Assessment and Reaching Performance Scale) to use the scores as a baseline for the comparisons that will be performed in the statistical analyses at the end of this phase. The Reaching performance Scale requires the use of video recording of the assessment for scoring. If the participant wants to know their clinical assessment results, at the end of the session, the therapist will provide a photocopy of the results, and will give the participant and explanation of these results and answer any questions that the participant may have about these scales. In the case of the Reaching Performance Scale as the scoring is done after the study, the participant could receive their scores at a later date via a telephone call.
- All the study sessions will be conducted at the University of British Columbia (UBC) Point Grey Campus. During the test, the participants will be asked to interact with a computer through the use of the following input technologies: 2 Jaco Kinova robotic arms and a Microsoft Kinect. Using these technologies, the participants will perform bimanual symmetric movements with their arms/ hands to control a simple cursor/target videogame. The Kinect will measure the participant's movement as data points for every joint, no video will be recorded. The robotic devices will be used to record the hands' movements and will increase their resistance to be moved based on the level of trunk compensation of the participant. The monitor will be used to provide visual feedback about the participant's trunk compensation and to display the target game and game scores.
- Ask participants to sit in a chair and adjust footrest to have their feet fully supported, their knees at a 90 degree angle, and their back against the chair.
- Ask participants to hold on to the handles of the two robotic devices.
- In case participants are not able to hold the handle due to hand weakness, an adjustable fabric and elastic strap will be fitted around their palm to hold the hand on top of the handle.
- The maximum force that the user can produce to push the robots will be measured by reading the robot's sensors.
- Ask the participant to perform a series of unimanual reaches to calibrate the system based on the participant's arm's length.
- Ask participant to perform 5 practice bimanual reaches to become familiar with the system and the motion mapping.
- Ask participant to perform 15 baseline (no feedback) bimanual reaches to measure their trunk compensation. The investigators will use the value of average trunk compensation to set the error bands for the visual and force feedback.
- Ask participant to perform 5 practice bimanual reaches to become familiar with either the visual+force feedback, or the visual+force+game scores (depending on the randomization of subjects).
- Ask the participant to perform 60 trials of bimanual reaches to 1 target at knee height with arms fully extended. Participants will receive visual feedback about their compensation and their accumulated game scores through the computer's monitor, and as increased resistance to move of the robots.
- The participant will be able to rest between targets if requested. In addition there will be 1 minute rests after every 15 targets.
- The participant will perform 15 reaches without any feedback (Post measurement)
- The participants will have 5 minutes of break before starting the second feedback condition.
- Repeat steps 14, 15 and 16, but with the other type of feedback (visual+force, or visual+force+game scores).
- A note taker will record the occurrence of obstacles encountered by the participants during the study.
- The motion tracking data and assessment videos will be saved on a computer file, backed up on a UBC-based file server and on optical media.
- At the end of the session the participant will answer a usability questionnaire.
- The data from the note taker, motion logs, assessment videos and questionnaires will be used to conduct a quantitative and qualitative analysis to gain further insight into how augmented feedback can reduce compensatory trunk movements, and the ease of use and functionality of the system. All the data will be identified using participants' numbers.
- The video recordings will be erased/destroyed 5 years after publication of results.
Study Design:
The investigators will follow a within-subjects crossover design with the independent variable being the feedback type and the levels will be: visual+force feedback and visual+force+game scores. The primary dependent variable will be the measure of trunk compensation.
The investigators will follow a counterbalanced strategy to reduce the carryover effects from performing the two conditions in a certain order. Data collection will include motion log files, scores from the game, discussions with participants and exit surveys.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Start with Visual + Force | Experimental | Other: Visual + Force Feedback, Other: Visual + Force + Game Scores FeedbackParticipants will complete a set of trials while receiving Visual + Force Feedback. After finishing, participants will continue to a new set of trials while receiving Visual + Force + Game Scores Feedback. |
| Start with Visual + Force + Game Scores | Experimental | Other: Visual + Force Feedback, Other: Visual + Force + Game Scores FeedbackParticipants will complete a set of trials while receiving Visual + Force + Game Scores Feedback. After finishing, participants will continue to a new set of trials while receiving Visual + Force Feedback. |
Who may qualify
- Ages
- 19 years and older
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (6 listed)
- At least 19 years old
- Hemiplegia as a result of a non-traumatic cerebral stroke (ischaemic or hemorrhagic)
- Stroke occurred at least 3 months prior to study
- Ability to understand/follow directions and answer questions in English
- Ability to maintain a sitting position in a standard office chair without arm rests, independently or with minimal supervision, for 1.5 hours.
Key exclusion criteria (5 listed)
- Upper limb orthopaedic surgery in the past 3 months
- Shoulder subluxation or significant shoulder pain
- Trunk pain
- Other orthopaedic or neurological conditions affecting the arm or trunk
- Severe uncorrected visual impairment that could prevent participants from completing the task
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 |
|---|---|---|
| Visual + Force FeedbackVisual Feedback- Monitor displays two cursors that will represent the participant's hands, the cursors will fill with red ink as the user starts to compensate outside a "normal" error band. The amount of ink will increase proportionally to the magnitude of trunk compensation. Force Feedback- Cues will be provided as resistance to move the robots' handles. These cues will be applied when the user moves outside a "normal" error band. The magnitude of the cue will be proportional to the magnitude of trunk compensation. | Other | Start with Visual + Force, Start with Visual + Force + Game Scores |
| Visual + Force + Game Scores FeedbackVisual Feedback- Monitor displays two cursors that will represent the participant's hands, the cursors will fill with red ink as the user starts to compensate outside a "normal" error band. The amount of ink will increase proportionally to the magnitude of trunk compensation. Force Feedback- Cues will be provided as resistance to move the robots' handles. These cues will be applied when the user moves outside a "normal" error band. The magnitude of the cue will be proportional to the magnitude of trunk compensation. Game Scores- Numerical score displayed next to the cursors. The participant will be rewarded with more points when less compensation is exhibited, or with less points when an increased level of compensation is measured. | Other | Start with Visual + Force, Start with Visual + Force + Game Scores |
Primary outcome
Change in Anterior Trunk Displacement
Time frame: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)
This movement is defined as the displacement of the "spine shoulder" joint of the Kinect skeleton in the Z (depth) direction.The average of the magnitude of the anterior trunk displacement will be taken during the baseline (no feedback), visual+force feedback, post visual+force feedback (no feedback), visual+force+game scores feedback, and post visual+force+game scores feedback (no feedback) conditions, to assess if there is any change in the amount of trunk compensation employed by participants.
6 secondary outcomes
Fugl-Meyer Upper Extremity Assessment
Time frame: Baseline
Reaching Performance Scale
Time frame: Baseline
Post-Test Questionnaire
Time frame: 1 day (at the end of study session)
Body joint's position data
Time frame: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)
Hands' position data from the robotic devices
Time frame: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)
Time to complete reach
Time frame: up to 30 seconds
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 4 Apr 2017.
- Derived from this study: PubMed 29078743Valdes BA, Van der Loos HFM. Biofeedback vs. game scores for reducing trunk compensation after stroke: a randomized crossover trial. Top Stroke Rehabil. 2018 Mar;25(2):96-113. doi: 10.1080/10749357.2017.1394633. Epub 2017 Oct 27.
- Description Video that show the experimental setup of the studyLink provided by the sponsor.
- Individual participant dataSharing planned: No
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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.
Machiel Van Der Loos, PhD principal investigator
The University of British Columbia- Associate Professor
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Visual + Force Feedback and Visual + Force + Game Scores Feedback in people with Stroke, run by University of British Columbia at 1 site in Canada.
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 6 inclusion and 5 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 4 Apr 2017. 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 Canada. 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?
Change in Anterior Trunk Displacement (time frame: Baseline, 1 hour (after completing 1st feedback condition) and 2 hours (after completing 2nd feedback condition)). 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 NCT02912923, 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 4 Apr 2017.