Peripheral Vestibular DisorderVR-PVD-RCTNCT05424302
Effect of Peripheral Vestibular Disease Location on Outcomes Following Home-based Virtual Reality Vestibular Therapy
A study testing Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular Rehabilitation and Standard Vestibular Rehabilitation with Adjunct Auditory Intervention in people with Peripheral Vestibular Disorder and Benign Paroxysmal Positional Vertigo, run by University of British Columbia at 1 site in Canada.
Trial summary
This parallel-group randomized controlled trial aims to determine if the location of the lesion(s) in the vestibular system (unilateral versus bilateral, lateral semi-circular canal versus otolith) impacts the effectiveness of adjunct take-home head-mounted display (HMD) virtual reality (VR) therapy in improving… Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Peripheral Vestibular Disorder, Benign Paroxysmal Positional Vertigo, Meniere Disease
- What is being tested?
- Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular Rehabilitation and Standard Vestibular Rehabilitation with Adjunct Auditory Intervention
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 50 participants
- Where
- 1 siteCanada
- Study dates
- 1 Jun 2024to Sep 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 18 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- Participants diagnosed with chronic (≥3 months) unilateral or bilateral peripheral vestibular disorders such as vestibular neuritis, labyrinthitis, Ramsay Hunt syndrome, ischemic lesion and trauma.
- Diagnosis made using caloric testing (≥25% reduced vestibular response) and either ocular vestibular evoked myogenic potential (oVEMP) or cervical vestibular evoked myogenic potential (cVEMP) testing.
- Participants prescribed vestibular rehabilitation
- Participants ≥18 years of age
- Access to an android or iOS smart phone
Who cannot join
- Pregnant participants
- Participant diagnosed with a central vestibular disorder
Trial locations and contacts
1 site in 1 country.
Canada1 site, 1 recruiting
- Recruiting
University of British Columbia
Vancouver, British Columbia, V6K2E8
Austin Heffernan, MD, 4165783035, aheff12@student.ubc.ca
About this study
Official title: Effect of Peripheral Vestibular Pathology Location on the Ability of Home-based Virtual Reality to Improve Symptoms of Peripheral Vestibular Disorders
This parallel-group randomized controlled trial aims to determine if the location of the lesion(s) in the vestibular system (unilateral versus bilateral, lateral semi-circular canal versus otolith) impacts the effectiveness of adjunct take-home head-mounted display (HMD) virtual reality (VR) therapy in improving patient symptomatology. Fifty patients meeting inclusion criteria will be recruited from the principal investigator's neurotology clinic. Baseline symptomatology questionnaires will be completed, followed by random allocation to virtual reality and control groups. Vestibular rehabilitation and virtual reality protocols will be adhered to for 4 to 8 weeks, followed by symptomatology questionnaires. Data analysis will be conducted to answer the study's objectives.
Read the detailed description
Purpose:
To determine if the location of the peripheral vestibular lesion(s) impacts the efficacy of adjunct at-home head-mounted display virtual reality therapy to improve patient symptomatology 0-3 months after the intervention. Also to determine the adverse effects caused by at-home head-mounted display virtual reality therapy.
Justification:
Home-based head-mounted display virtual reality video game exercises utilize a virtual environment to encourage wearers to complete head movements that mimic vestibular rehabilitation exercises. This virtual reality intervention could act as a valuable adjunct to standard virtual reality therapy. However, current literature lacks information on how the location of peripheral vestibular pathology impacts the efficacy of HBVR vestibular rehabilitation. Adding this information to the field could further personalize vestibular rehabilitation to the patient. Our research study personnel, specialist clinic, and access to vestibular investigations positions us well to undertake this work.
Research Design:
This is a parallel-group randomized controlled trial involving multiple clinical visits (the exact amount depends on diagnosis).
Statistical Analysis:
A sample size of 40 (20 per group) was determined to be sufficient for this study based on previous literature and the desired power that we hope to achieve. A meta-analysis completed by the research team, which is currently being considered for publication, indicated that the mean of the standardized mean DHI differences in current randomized controlled trials on VR in vestibular rehabilitation is -1.13. One article from this meta-analysis with a similar methodology to this RCT had a standardized mean ABC difference of 1.0. Additionally, well-designed randomized controlled trials set their type II error rate for 0.20 or 0.10 which results in a power of 80 or 90 percent. Inputting these standardized mean differences and 90% power values into the nomograph published by Altman 1982, yields a maximum sample size of 30 for DHI and 40 for ABC. Adopting the larger sample size and making an allowance for an acceptable attrition rate of 20%, it is proposed to recruit 50 patients in order to achieve a final sample size of 40 and thus a power of 90% for DHI and ABC data.
Mean and standard deviations will be calculated for each group's DHI and ABC scores 2 weeks before and after the intervention. Mean and standard deviations for patient SSQ scores will be calculated for each week of the protocol. An unpaired two-sample Wilcoxon test and a paired two-samples Wilcoxon test will be used to determine how significant the between (control vs. experimental) and in group (pre vs. post-treatment) differences are respectively. Subgroup analyses will be conducted on three subgroups of patients within each control and experimental group. These subgroups will be based on lesion location: lateral semicircular canal (Group A), utricle (Group B), and saccule (Group C). Matching subgroups from control and experimental groups will also be analyzed using unpaired two-samples Wilcoxon test and a paired two-samples Wilcoxon test to determine how significant the between (control vs. experimental) and in-group (pre vs. post-treatment) differences are respectively. Statistical significance cut-off (α) will be set at a p-value of 0.05.
Project Flow:
The patient will be contacted by phone or UBC Zoom conference call two weeks before the intervention begins to attain baseline data. This will involve assessing patient symptomatology by completing the dizziness handicap inventory (DHI) and activities-specific balance confidence (ABC) questionnaires remotely. Next, an interview will be conducted on this call to collect additional patient information including age, sex, ethnicity, physical activity level and virtual reality experience. Lastly, the VR headset will be mailed to the patient's home address using insured FedEx shipping. A date (before intervention start) for a VR device tutorial will be discussed at this visit.
Next, patients will be divided into two groups using a computer-generated randomization schedule. These groups will both undergo standard vestibular rehabilitation administered by a registered physiotherapist. This is considered standard of care and requires 4 to 8 weeks of vestibular rehabilitation for unilateral vestibular hypofunction (UVH) and bilateral vestibular hypofunction (BVH) respectively. This entails once a week 40 to 45-minute in-person sessions with a registered physiotherapist and 3 sessions a day of at-home exercises. The in-person sessions involve a combination of 4 different exercises: (1) exercises to promote gaze stability, (2) exercises to habituate symptoms, (3) balance and gait training, and (4) aerobic exercise. Gaze stability exercises that promote adaptation and substitution are both performed. Adaptation gaze stability exercises involve head movement while maintaining focus on a stationary or moving target. Substitution gaze stability exercises could include eye-head exercises where you conduct a large eye movement to a target before moving your head to face the target. Habituation exercises are conducted to expose the patient to dizziness-provoking stimuli in order to reduce symptoms to these stimuli over time. This could involve the use of optokinetic stimuli or virtual reality environments. Balance and gait training exercises are used to facilitate the use of visual and/or somatosensory inputs to substitute for lost vestibular function. Balance exercises involve balancing whilst experiencing altered visual input (ex. eyes closed) and/or somatosensory input (ex. foam or moving surface). Lastly, aerobic exercise, such as a stationary bicycle, is used for general conditioning because patients with vestibular hypofunction tend to limit physical activity to avoid symptom provocation. The registered physiotherapist providing this therapy will be blinded to patient group allocation. Patients will also complete 3 sessions a day of at-home adaptation, substitution, habituation, and balance exercises for a total of at least 20 minutes per day. The exact exercises will be similar to the in-person sessions however they will be truncated and adapted to the home setting.
Additionally, for 20 minutes per day for 4 (UVH) or 8 weeks (BVH) the virtual reality group will utilize a head-mounted display device to play a video game projected on an android or apple device accommodated into a VR headset. At-home exercises and VR usage will be recorded by patients using a study diary. Parameters recorded in the diary will include VR intervention usage (time of day, duration), physical activity (time of day, duration), and diet (breakfast, lunch and dinner contents and time of day). The patient will be instructed on how to size and use the VR headset during a tutorial scheduled after the initial assessment. A simulator sickness questionnaire (SSQ) will be completed every day after either the home exercise program (control group) or VR game intervention (experimental group). Two weeks after the intervention period patients will complete a subsequent remote assessment of symptomatology (DHI and ABC) and will return the VR headset through an insured FedEx shipment to Dr. Nunez's Neurotology clinic at the Gordon and Leslie Diamond Health Care Centre in Vancouver BC. VR headsets will be disinfected according to Vancouver coastal health protocols prior to providing the headset to subsequent patients. Additionally, both study groups will have submitted their study diary and SSQs to the research team via email or mail by this time.
Prior to completing the above interventions, the video game used must be congruent to current vestibular rehabilitation program exercises taught by a Canadian university physiotherapy program. The exact video game has not yet been chosen, however, point-of-view racing games compatible with both Android and iOS devices will be evaluated. This is due to Micarelli et al. 2017 and Micarelli et al. 2019 demonstrating the symptomatic benefits of this class of VR videogame. This evaluation will require a member of the research team to be filmed playing various point-of-view VR racing games. These videos will be sent to faculty and students at a Canadian University's Physiotherapy Program. After watching the videos, these individuals will complete a survey with 5-point Likert questions that ask for their opinion on if the video game effectively mimicked standard vestibular rehabilitation. The video game with the highest average score across all faculty members and students will be used by participants within the virtual reality intervention group.
- Conditions
- Peripheral Vestibular Disorder, Benign Paroxysmal Positional Vertigo, Meniere Disease, Vestibular Neuritis, Vestibular Neuronitis, Labyrinthitis
- Being tested
- Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular Rehabilitation, Standard Vestibular Rehabilitation with Adjunct Auditory Intervention
- Keywords
- Virtual reality, Video games, Peripheral vestibular disorders, Benign paroxysmal positional vertigo, Meniere disease, Vestibular Neuritis, Vestibular Neuronitis, Labyrinthitis, Herpes Zoster Oticus
- Medical subject headings
- Benign Paroxysmal Positional Vertigo, Meniere Disease, Vestibular Neuronitis, Labyrinthitis, Herpes Zoster Oticus
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular RehabilitationBehavioural
The virtual reality intervention will involve standard vestibular rehabilitation as described above and adjunct at home virtual reality video game. This video game will be projected on an android or apple device accommodated into a VR headset for 20 minutes daily until the vestibular rehabilitation is complete. This video will be congruent to current vestibular rehabilitation program exercises. Point-of-view games compatible with both Android and iOS devices will be evaluated by professionals to determine the game that is most representative of current evidence based exercises.
Standard Vestibular Rehabilitation with Adjunct Auditory InterventionBehavioural
The control intervention will involve standard vestibular rehabilitation as described above and adjunct audio intervention while wearing the VR headset for 20 minutes daily until the vestibular rehabilitation is complete.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Group | Experimental | Patients have baseline data collected two weeks pre-intervention by assessing patient symptomatology using the dizziness handicap inventory, activities specific balance confidence questionnaires and a simulator sickness questionnaire remotely. Next, an interview will be conducted to collect information including age, sex, ethnicity, physical activity level and VR experience. Lastly, VR headset will be mailed to patients home address. A date for VR device tutorial will be discussed during this interview. Next patients will undergo 4 or 8 weeks of vestibular rehabilitation if diagnosed with unilateral or bilateral vestibular hypofunction respectively. This involves weekly 40-45 minute in-person sessions with a physiotherapist and three 20 minute sessions a day of at-home independent exercises. In addition, they will undergo an at home VR vestibular rehabilitation protocol that involves playing a video game projected on an android or apple device in a VR headset for 20 minutes daily. Receives: Behavioral: Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular Rehabilitation |
| Control Group | Active comparator | Patients have baseline data collected two weeks pre-intervention by assessing patient symptomatology using the dizziness handicap inventory, activities specific balance confidence questionnaires and a simulator sickness questionnaire remotely. Next, an interview will be conducted to collect information including age, sex, ethnicity, physical activity level and VR experience. Next patients will undergo 4 or 8 weeks of vestibular rehabilitation if diagnosed with unilateral or bilateral vestibular hypofunction respectively. This involves weekly 40-45 minute in-person sessions with a physiotherapist and three 20 minute sessions a day of at-home independent exercises. In addition, they will undergo an at-home regime that consists of auditory stimulation while wearing a VR headset for 20 minutes daily. Receives: Behavioral: Standard Vestibular Rehabilitation with Adjunct Auditory Intervention |
What is being measured
The primary outcome is the main question the study is designed to answer.
Dizziness Handicap Inventory (DHI) score
The Dizziness Handicap Inventory (DHI) score is a validated symptom index score created in 1990 that measures the functional, emotional and physical impacts of dizziness on the patient. This involves 25 questions which are answered as yes, sometimes or no. Yes response is 4 points, sometimes is 2 points and no is 0 points. The sum of these points are used to determine the severity of functional impairment. This severity is classified by the following ranges: mild 0-30, moderate 31-60 and severe 61-100.
Measured: Change from baseline DHI score at 2 weeks post-intervention will be recorded for each patient.
Secondary outcomes (1)
Activities-specific Balance Confidence (ABC) score
The ABC score is a validated measure of balance that includes 16 items which assesses balance confidence using a variety of activities with various difficulties. These 16 items are ranked from 0 (no confidence in completing task) to 100% (complete confidence in completing task).
Measured: This ABC score will be calculated 2 weeks before intervention and 2 weeks after intervention.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted21 Jun 2022
- Study start1 Jun 2024
- Primary completionSep 2025 (estimated)
- Study completionSep 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (3)Papers the sponsor has linked to this study.
- Other trials for Peripheral Vestibular DisorderStudies 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
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Patients will be divided into two groups using a computer-generated randomization schedule. These groups will undergo 4 or 8 weeks of vestibular rehabilitation for patients diagnosed with unilateral vestibular hypofunction or bilateral vestibular hypofunction respectively (Hall et al. 2016). This involves once a week 40-45 minute in-person sessions with a registered physiotherapist and three 20 minute sessions a day of at-home independent exercises (Hall et al. 2016). Standard vestibular rehabilitation involves a combination of exercises to promote gaze stability, to habituate symptoms, balance and gait training, and aerobic exercise (Hall et al. 2016). The virtual reality (VR) group will undergo an additional VR vestibular rehabilitation protocol. This will require them to utilize a head-mounted display device to play a video game projected on an android or apple device in a VR headset for 20 minutes daily until vestibular rehabilitation is complete (Micarelli et al. 2017, 2019).
- Masking
- Single blind
- Who is masked
- Care provider
- Enrolment
- 50 participants (estimated)
Sponsor and investigators
- Lead sponsor
- University of British Columbia
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Desmond A Nunez, University of British Columbia
- Investigators
- Desmond A Nunez, MD, MBA, Principal investigator, Division of Otolaryngology, Department of Surgery, The University of British Columbia
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05424302
- Sponsor's protocol ID
- VR PVD RCT
- Acronym
- VR-PVD-RCT
- Status last verified
- Aug 2024
- First submitted
- 15 Feb 2022
- Last updated
- 15 Aug 2024
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: Results from this study will be analyzed and reported in the form of a publication in a scientific journal and or at neurotology conferences. These results may be published in an open-access journal, which means that there are no restrictions on who can access the data. Moreover, all deidentified individual participant raw data collected may be made available for other researchers to use in future projects. All published results and future studies that utilize our data will be sent to participants through email.
Publications
Micarelli A, Viziano A, Augimeri I, Micarelli D, Alessandrini M. Three-dimensional head-mounted gaming task procedure maximizes effects of vestibular rehabilitation in unilateral vestibular hypofunction: a randomized controlled pilot trial. Int J Rehabil Res. 2017 Dec;40(4):325-332. doi: 10.1097/MRR.0000000000000244.
PubMed 28723718Micarelli A, Viziano A, Micarelli B, Augimeri I, Alessandrini M. Vestibular rehabilitation in older adults with and without mild cognitive impairment: Effects of virtual reality using a head-mounted display. Arch Gerontol Geriatr. 2019 Jul-Aug;83:246-256. doi: 10.1016/j.archger.2019.05.008. Epub 2019 May 10.
PubMed 31102927Hall CD, Herdman SJ, Whitney SL, Cass SP, Clendaniel RA, Fife TD, Furman JM, Getchius TS, Goebel JA, Shepard NT, Woodhouse SN. Vestibular Rehabilitation for Peripheral Vestibular Hypofunction: An Evidence-Based Clinical Practice Guideline: FROM THE AMERICAN PHYSICAL THERAPY ASSOCIATION NEUROLOGY SECTION. J Neurol Phys Ther. 2016 Apr;40(2):124-55. doi: 10.1097/NPT.0000000000000120.
PubMed 26913496
Study at a glance
From the registry record, last updated by the sponsor on 15 Aug 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Peripheral Vestibular Pathology Location on the Ability of Home-based Virtual Reality to Improve Symptoms of Peripheral Vestibular Disorders
- ClinicalTrials.gov ID
- NCT05424302
- Acronym / sponsor ID
- VR-PVD-RCT / VR PVD RCT
- Conditions
- Peripheral Vestibular Disorder, Benign Paroxysmal Positional Vertigo, Meniere Disease, Vestibular Neuritis, Vestibular Neuronitis, Labyrinthitis
- Keywords
- Virtual reality, Video games, Peripheral vestibular disorders, Benign paroxysmal positional vertigo, Meniere disease, Vestibular Neuritis, Vestibular Neuronitis, Labyrinthitis
- Study type
- Interventional
- Recruitment status
- Unknown status
- Enrolment
- 50 participants (estimated)
- Lead sponsor
- University of British ColumbiaUniversity, hospital or other
- Study start
- 1 Jun 2024 (actual)
- Primary completion
- Sep 2025 (estimated)
- Study completion
- Sep 2026 (estimated)
- First posted
- 21 Jun 2022 (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 parallel-group randomized controlled trial aims to determine if the location of the lesion(s) in the vestibular system (unilateral versus bilateral, lateral semi-circular canal versus otolith) impacts the effectiveness of adjunct take-home head-mounted display (HMD) virtual reality (VR) therapy in improving patient symptomatology. Fifty patients meeting inclusion criteria will be recruited from the principal investigator's neurotology clinic. Baseline symptomatology questionnaires will be completed, followed by random allocation to virtual reality and control groups. Vestibular rehabilitation and virtual reality protocols will be adhered to for 4 to 8 weeks, followed by symptomatology questionnaires. Data analysis will be conducted to answer the study's objectives.
Detailed description
Purpose:
To determine if the location of the peripheral vestibular lesion(s) impacts the efficacy of adjunct at-home head-mounted display virtual reality therapy to improve patient symptomatology 0-3 months after the intervention. Also to determine the adverse effects caused by at-home head-mounted display virtual reality therapy.
Justification:
Home-based head-mounted display virtual reality video game exercises utilize a virtual environment to encourage wearers to complete head movements that mimic vestibular rehabilitation exercises. This virtual reality intervention could act as a valuable adjunct to standard virtual reality therapy. However, current literature lacks information on how the location of peripheral vestibular pathology impacts the efficacy of HBVR vestibular rehabilitation. Adding this information to the field could further personalize vestibular rehabilitation to the patient. Our research study personnel, specialist clinic, and access to vestibular investigations positions us well to undertake this work.
Research Design:
This is a parallel-group randomized controlled trial involving multiple clinical visits (the exact amount depends on diagnosis).
Statistical Analysis:
A sample size of 40 (20 per group) was determined to be sufficient for this study based on previous literature and the desired power that we hope to achieve. A meta-analysis completed by the research team, which is currently being considered for publication, indicated that the mean of the standardized mean DHI differences in current randomized controlled trials on VR in vestibular rehabilitation is -1.13. One article from this meta-analysis with a similar methodology to this RCT had a standardized mean ABC difference of 1.0. Additionally, well-designed randomized controlled trials set their type II error rate for 0.20 or 0.10 which results in a power of 80 or 90 percent. Inputting these standardized mean differences and 90% power values into the nomograph published by Altman 1982, yields a maximum sample size of 30 for DHI and 40 for ABC. Adopting the larger sample size and making an allowance for an acceptable attrition rate of 20%, it is proposed to recruit 50 patients in order to achieve a final sample size of 40 and thus a power of 90% for DHI and ABC data.
Mean and standard deviations will be calculated for each group's DHI and ABC scores 2 weeks before and after the intervention. Mean and standard deviations for patient SSQ scores will be calculated for each week of the protocol. An unpaired two-sample Wilcoxon test and a paired two-samples Wilcoxon test will be used to determine how significant the between (control vs. experimental) and in group (pre vs. post-treatment) differences are respectively. Subgroup analyses will be conducted on three subgroups of patients within each control and experimental group. These subgroups will be based on lesion location: lateral semicircular canal (Group A), utricle (Group B), and saccule (Group C). Matching subgroups from control and experimental groups will also be analyzed using unpaired two-samples Wilcoxon test and a paired two-samples Wilcoxon test to determine how significant the between (control vs. experimental) and in-group (pre vs. post-treatment) differences are respectively. Statistical significance cut-off (α) will be set at a p-value of 0.05.
Project Flow:
The patient will be contacted by phone or UBC Zoom conference call two weeks before the intervention begins to attain baseline data. This will involve assessing patient symptomatology by completing the dizziness handicap inventory (DHI) and activities-specific balance confidence (ABC) questionnaires remotely. Next, an interview will be conducted on this call to collect additional patient information including age, sex, ethnicity, physical activity level and virtual reality experience. Lastly, the VR headset will be mailed to the patient's home address using insured FedEx shipping. A date (before intervention start) for a VR device tutorial will be discussed at this visit.
Next, patients will be divided into two groups using a computer-generated randomization schedule. These groups will both undergo standard vestibular rehabilitation administered by a registered physiotherapist. This is considered standard of care and requires 4 to 8 weeks of vestibular rehabilitation for unilateral vestibular hypofunction (UVH) and bilateral vestibular hypofunction (BVH) respectively. This entails once a week 40 to 45-minute in-person sessions with a registered physiotherapist and 3 sessions a day of at-home exercises. The in-person sessions involve a combination of 4 different exercises: (1) exercises to promote gaze stability, (2) exercises to habituate symptoms, (3) balance and gait training, and (4) aerobic exercise. Gaze stability exercises that promote adaptation and substitution are both performed. Adaptation gaze stability exercises involve head movement while maintaining focus on a stationary or moving target. Substitution gaze stability exercises could include eye-head exercises where you conduct a large eye movement to a target before moving your head to face the target. Habituation exercises are conducted to expose the patient to dizziness-provoking stimuli in order to reduce symptoms to these stimuli over time. This could involve the use of optokinetic stimuli or virtual reality environments. Balance and gait training exercises are used to facilitate the use of visual and/or somatosensory inputs to substitute for lost vestibular function. Balance exercises involve balancing whilst experiencing altered visual input (ex. eyes closed) and/or somatosensory input (ex. foam or moving surface). Lastly, aerobic exercise, such as a stationary bicycle, is used for general conditioning because patients with vestibular hypofunction tend to limit physical activity to avoid symptom provocation. The registered physiotherapist providing this therapy will be blinded to patient group allocation. Patients will also complete 3 sessions a day of at-home adaptation, substitution, habituation, and balance exercises for a total of at least 20 minutes per day. The exact exercises will be similar to the in-person sessions however they will be truncated and adapted to the home setting.
Additionally, for 20 minutes per day for 4 (UVH) or 8 weeks (BVH) the virtual reality group will utilize a head-mounted display device to play a video game projected on an android or apple device accommodated into a VR headset. At-home exercises and VR usage will be recorded by patients using a study diary. Parameters recorded in the diary will include VR intervention usage (time of day, duration), physical activity (time of day, duration), and diet (breakfast, lunch and dinner contents and time of day). The patient will be instructed on how to size and use the VR headset during a tutorial scheduled after the initial assessment. A simulator sickness questionnaire (SSQ) will be completed every day after either the home exercise program (control group) or VR game intervention (experimental group). Two weeks after the intervention period patients will complete a subsequent remote assessment of symptomatology (DHI and ABC) and will return the VR headset through an insured FedEx shipment to Dr. Nunez's Neurotology clinic at the Gordon and Leslie Diamond Health Care Centre in Vancouver BC. VR headsets will be disinfected according to Vancouver coastal health protocols prior to providing the headset to subsequent patients. Additionally, both study groups will have submitted their study diary and SSQs to the research team via email or mail by this time.
Prior to completing the above interventions, the video game used must be congruent to current vestibular rehabilitation program exercises taught by a Canadian university physiotherapy program. The exact video game has not yet been chosen, however, point-of-view racing games compatible with both Android and iOS devices will be evaluated. This is due to Micarelli et al. 2017 and Micarelli et al. 2019 demonstrating the symptomatic benefits of this class of VR videogame. This evaluation will require a member of the research team to be filmed playing various point-of-view VR racing games. These videos will be sent to faculty and students at a Canadian University's Physiotherapy Program. After watching the videos, these individuals will complete a survey with 5-point Likert questions that ask for their opinion on if the video game effectively mimicked standard vestibular rehabilitation. The video game with the highest average score across all faculty members and students will be used by participants within the virtual reality intervention group.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (care provider)
- Number of arms
- 2
- Model description
- Patients will be divided into two groups using a computer-generated randomization schedule. These groups will undergo 4 or 8 weeks of vestibular rehabilitation for patients diagnosed with unilateral vestibular hypofunction or bilateral vestibular hypofunction respectively (Hall et al. 2016). This involves once a week 40-45 minute in-person sessions with a registered physiotherapist and three 20 minute sessions a day of at-home independent exercises (Hall et al. 2016). Standard vestibular rehabilitation involves a combination of exercises to promote gaze stability, to habituate symptoms, balance and gait training, and aerobic exercise (Hall et al. 2016). The virtual reality (VR) group will undergo an additional VR vestibular rehabilitation protocol. This will require them to utilize a head-mounted display device to play a video game projected on an android or apple device in a VR headset for 20 minutes daily until vestibular rehabilitation is complete (Micarelli et al. 2017, 2019).
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Group | Experimental | Behavioral: Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular RehabilitationPatients have baseline data collected two weeks pre-intervention by assessing patient symptomatology using the dizziness handicap inventory, activities specific balance confidence questionnaires and a simulator sickness questionnaire remotely. Next, an interview will be conducted to collect information including age, sex, ethnicity, physical activity level and VR experience. Lastly, VR headset will be mailed to patients home address. A date for VR device tutorial will be discussed during this interview. Next patients will undergo 4 or 8 weeks of vestibular rehabilitation if diagnosed with unilateral or bilateral vestibular hypofunction respectively. This involves weekly 40-45 minute in-person sessions with a physiotherapist and three 20 minute sessions a day of at-home independent exercises. In addition, they will undergo an at home VR vestibular rehabilitation protocol that involves playing a video game projected on an android or apple device in a VR headset for 20 minutes daily. |
| Control Group | Active comparator | Behavioral: Standard Vestibular Rehabilitation with Adjunct Auditory InterventionPatients have baseline data collected two weeks pre-intervention by assessing patient symptomatology using the dizziness handicap inventory, activities specific balance confidence questionnaires and a simulator sickness questionnaire remotely. Next, an interview will be conducted to collect information including age, sex, ethnicity, physical activity level and VR experience. Next patients will undergo 4 or 8 weeks of vestibular rehabilitation if diagnosed with unilateral or bilateral vestibular hypofunction respectively. This involves weekly 40-45 minute in-person sessions with a physiotherapist and three 20 minute sessions a day of at-home independent exercises. In addition, they will undergo an at-home regime that consists of auditory stimulation while wearing a VR headset for 20 minutes daily. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (5 listed)
- Participants diagnosed with chronic (≥3 months) unilateral or bilateral peripheral vestibular disorders such as vestibular neuritis, labyrinthitis, Ramsay Hunt syndrome, ischemic lesion and trauma.
- Diagnosis made using caloric testing (≥25% reduced vestibular response) and either ocular vestibular evoked myogenic potential (oVEMP) or cervical vestibular evoked myogenic potential (cVEMP) testing.
- Participants prescribed vestibular rehabilitation
- Participants ≥18 years of age
- Access to an android or iOS smart phone
Key exclusion criteria (2 listed)
- Pregnant participants
- Participant diagnosed with a central vestibular 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 |
|---|---|---|
| Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular RehabilitationThe virtual reality intervention will involve standard vestibular rehabilitation as described above and adjunct at home virtual reality video game. This video game will be projected on an android or apple device accommodated into a VR headset for 20 minutes daily until the vestibular rehabilitation is complete. This video will be congruent to current vestibular rehabilitation program exercises. Point-of-view games compatible with both Android and iOS devices will be evaluated by professionals to determine the game that is most representative of current evidence based exercises. | Behavioural | Virtual Reality Group |
| Standard Vestibular Rehabilitation with Adjunct Auditory InterventionThe control intervention will involve standard vestibular rehabilitation as described above and adjunct audio intervention while wearing the VR headset for 20 minutes daily until the vestibular rehabilitation is complete. | Behavioural | Control Group |
Primary outcome
Dizziness Handicap Inventory (DHI) score
Time frame: Change from baseline DHI score at 2 weeks post-intervention will be recorded for each patient.
The Dizziness Handicap Inventory (DHI) score is a validated symptom index score created in 1990 that measures the functional, emotional and physical impacts of dizziness on the patient. This involves 25 questions which are answered as yes, sometimes or no. Yes response is 4 points, sometimes is 2 points and no is 0 points. The sum of these points are used to determine the severity of functional impairment. This severity is classified by the following ranges: mild 0-30, moderate 31-60 and severe 61-100.
1 secondary outcome
Activities-specific Balance Confidence (ABC) score
Time frame: This ABC score will be calculated 2 weeks before intervention and 2 weeks after intervention.
Results and safety
Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 15 Aug 2024.
- Background: PubMed 28723718Micarelli A, Viziano A, Augimeri I, Micarelli D, Alessandrini M. Three-dimensional head-mounted gaming task procedure maximizes effects of vestibular rehabilitation in unilateral vestibular hypofunction: a randomized controlled pilot trial. Int J Rehabil Res. 2017 Dec;40(4):325-332. doi: 10.1097/MRR.0000000000000244.
- Background: PubMed 31102927Micarelli A, Viziano A, Micarelli B, Augimeri I, Alessandrini M. Vestibular rehabilitation in older adults with and without mild cognitive impairment: Effects of virtual reality using a head-mounted display. Arch Gerontol Geriatr. 2019 Jul-Aug;83:246-256. doi: 10.1016/j.archger.2019.05.008. Epub 2019 May 10.
- Background: PubMed 26913496Hall CD, Herdman SJ, Whitney SL, Cass SP, Clendaniel RA, Fife TD, Furman JM, Getchius TS, Goebel JA, Shepard NT, Woodhouse SN. Vestibular Rehabilitation for Peripheral Vestibular Hypofunction: An Evidence-Based Clinical Practice Guideline: FROM THE AMERICAN PHYSICAL THERAPY ASSOCIATION NEUROLOGY SECTION. J Neurol Phys Ther. 2016 Apr;40(2):124-55. doi: 10.1097/NPT.0000000000000120.
- Individual participant dataSharing planned: Yes. Results from this study will be analyzed and reported in the form of a publication in a scientific journal and or at neurotology conferences. These results may be published in an open-access journal, which means that there are no restrictions on who can access the data. Moreover, all deidentified individual participant raw data collected may be made available for other researchers to use in future projects. All published results and future studies that utilize our data will be sent to participants through email.
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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.
Desmond A Nunez, MD, MBA principal investigator
Division of Otolaryngology, Department of Surgery, The University of British Columbia
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Standard Vestibular Rehabilitation with Adjunct At Home Virtual Reality Vestibular Rehabilitation and Standard Vestibular Rehabilitation with Adjunct Auditory Intervention in people with Peripheral Vestibular Disorder and Benign Paroxysmal Positional Vertigo, 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 5 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: status not confirmed, as of the sponsor's last update on 15 Aug 2024. 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?
Results are not available in the source record.
How can a doctor refer a patient or contact the research team?
Contact Austin Heffernan, BMSc (604-875-4111 ext. 61621, aheff12@student.ubc.ca), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Dizziness Handicap Inventory (DHI) score (time frame: Change from baseline DHI score at 2 weeks post-intervention will be recorded for each patient.). 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 NCT05424302, which also lists 3 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 15 Aug 2024.